Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 has a clock speed of 589 MHz and a DDR3 memory speed of 800 MHz. It also makes use of a 64-bit memory bus, and makes use of a 40 nm design. It features 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare those specs to the Radeon HD 4550 512MB, which makes use of a 55 nm design. ATi 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 as well as 8 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so theoretically they should have the same performance. (explain)
Texel RateThe Radeon HD 4550 512MB is just a bit (approximately 2%) faster with regards to AF than the GeForce GT 210. (explain)
Pixel RateIf using lots of anti-aliasing 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.
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 maximum amount of data (measured in MB per second) that can be moved over the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.