Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 has a GPU core speed of 589 MHz, and the 512 MB of DDR3 RAM runs at 800 MHz through a 64-bit bus. It also features 16 Stream Processors, 8 TAUs, and 4 ROPs.
Compare those specifications to the Radeon HD 4550 512MB, which features a core clock frequency of 600 MHz and a GDDR3 memory speed of 800 MHz. It also makes use of a 64-bit bus, and uses a 55 nm design. It is made up of 80(16x5) SPUs, 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 perform the same. (explain)
Texel RateThe Radeon HD 4550 512MB will be just a bit (about 2%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateThe Radeon HD 4550 512MB is just a bit (approximately 2%) more effective at anti-aliasing than the GeForce GT 210, and also will be able to handle higher resolutions more effectively. (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 largest amount of information (in units of megabytes per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses 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 number of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.