Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 comes with a GPU clock speed of 589 MHz, and the 512 MB of DDR3 memory is set to run at 800 MHz through a 64-bit bus. It also features 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 set the core frequency at 600 MHz. The GDDR3 memory works at a frequency of 800 MHz on this specific card. It features 80(16x5) SPUs as well as 8 Texture Address Units and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateThe Radeon HD 4550 512MB is a bit (approximately 2%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 4550 512MB is the winner, but it probably won't make a huge difference. (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 max amount of data (measured in MB per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is calculated by multiplying the total amount of texture units of the card by the core clock 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 in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core 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 is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.