Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4650 1GB
IntroThe GeForce GT 210 features a GPU clock speed of 589 MHz, and the 512 MB of DDR3 RAM runs at 800 MHz through a 64-bit bus. It also is comprised of 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare all of that to the Radeon HD 4650 1GB, which has clock speeds of 600 MHz on the GPU, and 700 MHz on the 1024 MB of GDDR3 RAM. It features 320(64x5) SPUs along with 32 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 4650 1GB should be 75% quicker than the GeForce GT 210 overall, due to its greater bandwidth. (explain)
Texel RateThe Radeon HD 4650 1GB will be quite a bit (about 307%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateThe Radeon HD 4650 1GB is a lot (more or less 104%) more effective at FSAA than the GeForce GT 210, and capable of handling higher screen resolutions without losing too much performance. (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 (counted in megabytes per second) that can be moved past the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.