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GeForce GT 210 vs Radeon HD 4550 512MB

Intro

The 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 is made up of 16 SPUs, 8 Texture Address Units, and 4 ROPs.

Compare all of 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 is set to run at a frequency of 800 MHz on this card. It features 80(16x5) SPUs along with 8 TAUs and 4 Rasterization Operator Units.

Fallout 3

Settings: High Settings
AA: none
AF: none
Resolution: 1280x1024
Test Machine: Intel Core i7-920,3 x 1 GB Ram,Windows Vista Ultimate 64 Bit SP1 (Source)
Radeon HD 4550 512MB 26 FPS
GeForce GT 210 20 FPS
Difference: 6 FPS (30%)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 4550 512MB 25 Watts
GeForce GT 210 31 Watts
Difference: 6 Watts (24%)

Memory Bandwidth

Both cards have the exact same memory bandwidth, so in theory they should perform exactly the same. (explain)

Texel Rate

The Radeon HD 4550 512MB will be just a bit (more or less 2%) faster with regards to texture filtering than the GeForce GT 210. (explain)

Radeon HD 4550 512MB 4800 Mtexels/sec
GeForce GT 210 4712 Mtexels/sec
Difference: 88 (2%)

Pixel Rate

The Radeon HD 4550 512MB is just a bit (approximately 2%) better at full screen anti-aliasing than the GeForce GT 210, and able to handle higher screen resolutions without slowing down too much. (explain)

Radeon HD 4550 512MB 2400 Mpixels/sec
GeForce GT 210 2356 Mpixels/sec
Difference: 44 (2%)

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 Comparison

GeForce GT 210

Amazon.com

Radeon HD 4550 512MB

Amazon.com

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.

Specifications

Model GeForce GT 210 Radeon HD 4550 512MB
Manufacturer nVidia AMD
Year October 2009 Sep 30, 2008
Code Name GT218 RV710
Fab Process 40 nm 55 nm
Bus PCIe 2.0 PCIe 2.0 x16
Memory 512 MB 512 MB
Core Speed 589 MHz 600 MHz
Shader Speed 1402 MHz (N/A) MHz
Memory Speed 800 MHz (1600 MHz effective) 800 MHz (1600 MHz effective)
Unified Shaders 16 80(16x5)
Texture Mapping Units 8 8
Render Output Units 4 4
Bus Type DDR3 GDDR3
Bus Width 64-bit 64-bit
DirectX Version DirectX 10.1 DirectX 10.1
OpenGL Version OpenGL 3.2 OpenGL 3.0
Power (Max TDP) 31 watts 25 watts
Shader Model 4.1 4.1
Bandwidth 12800 MB/sec 12800 MB/sec
Texel Rate 4712 Mtexels/sec 4800 Mtexels/sec
Pixel Rate 2356 Mpixels/sec 2400 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (measured in megabytes per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video 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 the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount 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 lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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