Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4650 1GB
IntroThe GeForce GT 210 comes with core speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 16 SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
Compare all of that to the Radeon HD 4650 1GB, which comes with core speeds of 600 MHz on the GPU, and 700 MHz on the 1024 MB of GDDR3 RAM. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 4650 1GB should be quite a bit faster than the GeForce GT 210 in general. (explain)
Texel RateThe Radeon HD 4650 1GB is much (more or less 307%) more effective at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 4650 1GB is superior to the GeForce GT 210, and very much so. (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 information (in units of megabytes per second) that can be moved across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is worked out 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 video 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 most pixels the video card 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 core 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 quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.