Compare any two graphics cards:
GeForce GTX 460 (OEM) vs Radeon HD 4850 1GB
IntroThe GeForce GTX 460 (OEM) features clock speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 RAM. It features 336 SPUs along with 56 TAUs and 32 ROPs.
Compare those specifications to the Radeon HD 4850 1GB, which has core clock speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR4 RAM. It features 800(160x5) SPUs as well as 40 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 460 (OEM), in theory, should perform a lot faster than the Radeon HD 4850 1GB in general. (explain)
Texel RateThe GeForce GTX 460 (OEM) is a lot (approximately 46%) more effective at texture filtering than the Radeon HD 4850 1GB. (explain)
Pixel RateThe GeForce GTX 460 (OEM) is much (approximately 108%) better at FSAA than the Radeon HD 4850 1GB, and also will be able to handle higher resolutions better. (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: Bandwidth is the largest amount of information (counted in megabytes per second) that can be moved across the external memory interface in one second. The number is worked out by multiplying the interface width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.