Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 uses a 40 nm design. nVidia has clocked the core frequency at 589 MHz. The DDR3 RAM works at a frequency of 800 MHz on this model. It features 16 SPUs as well as 8 Texture Address Units and 4 ROPs.
Compare those specs to the Radeon HD 4550 512MB, which uses a 55 nm design. ATi has clocked the core frequency at 600 MHz. The GDDR3 memory is set to run at a speed of 800 MHz on this specific model. It features 80(16x5) SPUs along with 8 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe Radeon HD 4550 512MB should be just a bit (about 2%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf running with 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better 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 amount of texture map elements (texels) that are applied in one second. This number 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the clock 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 quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.