Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 has a GPU core clock speed of 589 MHz, and the 512 MB of DDR3 RAM is set to run at 800 MHz through a 64-bit bus. It also features 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Compare those specifications to the Radeon HD 4550 512MB, which has a core clock speed of 600 MHz and a GDDR3 memory frequency of 800 MHz. It also makes use of a 64-bit memory bus, and uses a 55 nm design. It features 80(16x5) SPUs, 8 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateThe Radeon HD 4550 512MB should be just a bit (about 2%) more effective at AF than the GeForce GT 210. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 4550 512MB is superior to the GeForce GT 210, not by a very large margin though. (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 maximum amount of information (measured in MB per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 again. If 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 amount of texture map elements (texels) that are processed per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.