Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 features a GPU core speed of 589 MHz, and the 512 MB of DDR3 memory is set to run at 800 MHz through a 64-bit bus. It also features 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare all that to the Radeon HD 4550 512MB, which uses a 55 nm design. AMD has clocked the core speed at 600 MHz. The GDDR3 RAM is set to run at a frequency of 800 MHz on this specific model. 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 in theory they should have identical performance. (explain)
Texel RateThe Radeon HD 4550 512MB should be just a bit (more or less 2%) better at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4550 512MB is a better choice, but 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: Memory bandwidth is the largest amount of information (measured in MB per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. 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 number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.