Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4650 1GB
IntroThe GeForce GT 210 comes with a core clock speed of 589 MHz and a DDR3 memory speed of 800 MHz. It also features a 64-bit memory bus, and makes use of a 40 nm design. It features 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Compare all of that to the Radeon HD 4650 1GB, which has a clock frequency of 600 MHz and a GDDR3 memory speed of 700 MHz. It also uses a 128-bit bus, and makes use of a 55 nm design. It is comprised of 320(64x5) SPUs, 32 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4650 1GB, in theory, should perform a lot faster than the GeForce GT 210 in general. (explain)
Texel RateThe Radeon HD 4650 1GB is a lot (about 307%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4650 1GB is the winner, by far. (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 maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.