Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 features a clock speed of 589 MHz and a DDR3 memory frequency of 800 MHz. It also features a 64-bit bus, and uses a 40 nm design. It is made up of 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Compare those specifications to the Radeon HD 4550 512MB, which has a clock speed of 600 MHz and a GDDR3 memory frequency of 800 MHz. It also makes use of a 64-bit bus, and makes use of a 55 nm design. It is made up of 80(16x5) SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same memory bandwidth, so theoretically they should have the same performance. (explain)
Texel RateThe Radeon HD 4550 512MB will be just a bit (about 2%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 4550 512MB is superior to the GeForce GT 210, though 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 data (measured in MB per second) that can be transferred across the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.