Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 features a clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also features a 64-bit bus, and makes use of a 40 nm design. It is comprised of 16 SPUs, 8 TAUs, and 4 ROPs.
Compare all of that to the Radeon HD 4550 512MB, which features GPU clock speed of 600 MHz, and 512 MB of GDDR3 memory running at 800 MHz through a 64-bit bus. It also is made up of 80(16x5) SPUs, 8 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so in theory they should perform the same. (explain)
Texel RateThe Radeon HD 4550 512MB is a small bit (approximately 2%) better at AF than the GeForce GT 210. (explain)
Pixel RateThe Radeon HD 4550 512MB should be a bit (about 2%) more effective at anti-aliasing than the GeForce GT 210, and 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.
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: Bandwidth is the largest amount of data (counted in megabytes per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total texture units by the core 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.