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GeForce GT 210 vs Radeon HD 4550 512MB

Intro

The GeForce GT 210 comes with core speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 16 SPUs as well as 8 Texture Address Units and 4 ROPs.

Compare all of that to the Radeon HD 4550 512MB, which has a core clock speed of 600 MHz and a GDDR3 memory speed of 800 MHz. It also features a 64-bit bus, and uses a 55 nm design. It is made up of 80(16x5) SPUs, 8 Texture Address Units, and 4 Raster Operation 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 exactly the same memory bandwidth, so theoretically they should perform the same. (explain)

Texel Rate

The Radeon HD 4550 512MB should be just a bit (more or less 2%) more effective at 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 a bit (approximately 2%) more effective at FSAA than the GeForce GT 210, and also should be capable of handling higher screen resolutions without losing too much performance. (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 (counted in megabytes 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 memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster 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 texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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