Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 has a clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 64-bit bus, and uses a 40 nm design. It is made up of 16 SPUs, 8 TAUs, and 4 ROPs.
Compare that to the Radeon HD 4550 512MB, which makes use of a 55 nm design. AMD has clocked the core frequency at 600 MHz. The GDDR3 memory works at a speed of 800 MHz on this specific card. It features 80(16x5) SPUs as well as 8 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe Radeon HD 4550 512MB is a bit (approximately 2%) more effective at AF than the GeForce GT 210. (explain)
Pixel RateIf using lots of anti-aliasing 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: Memory bandwidth is the largest amount of information (in units of MB per second) that can be transferred across the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.