Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 uses a 40 nm design. nVidia has set the core speed at 589 MHz. The DDR3 memory is set to run at a speed of 800 MHz on this particular card. It features 16 SPUs along with 8 TAUs and 4 ROPs.
Compare all that to the Radeon HD 4550 512MB, which comes with core clock speeds of 600 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 memory. It features 80(16x5) SPUs along with 8 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe Radeon HD 4550 512MB is a bit (more or less 2%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4550 512MB is a better choice, 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 largest amount of data (measured in MB per second) that can be moved past the external memory interface within a second. It is calculated by multiplying the bus width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs 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 also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.