Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 has clock speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 RAM. It features 16 SPUs as well as 8 Texture Address Units and 4 ROPs.
Compare those specifications 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 runs at a frequency of 800 MHz on this particular card. It features 80(16x5) SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so in theory they should perform the same. (explain)
Texel RateThe Radeon HD 4550 512MB will be a bit (more or less 2%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 4550 512MB is the winner, though not by far. (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 (in units of megabytes per second) that can be transferred across the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the 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 maximum amount of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.