Compare any two graphics cards:
GeForce GTS 450 1GB vs Radeon HD 4770
IntroThe GeForce GTS 450 1GB has a clock frequency of 783 MHz and a GDDR5 memory speed of 902 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It features 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare all that to the Radeon HD 4770, which has clock speeds of 750 MHz on the GPU, and 800 MHz on the 512 MB of GDDR5 RAM. It features 640(128x5) SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 450 1GB, in theory, should perform a little bit faster than the Radeon HD 4770 in general. (explain)
Texel RateThe GeForce GTS 450 1GB is a little bit (approximately 4%) better at texture filtering than the Radeon HD 4770. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTS 450 1GB is the winner, but only just. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.