Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 comes with a clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also uses a 64-bit memory bus, and makes use of a 40 nm design. It features 16 SPUs, 8 TAUs, and 4 ROPs.
Compare those specs to the Radeon HD 4550 512MB, which makes use of a 55 nm design. AMD has clocked the core speed at 600 MHz. The GDDR3 RAM runs at a speed of 800 MHz on this particular 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 exactly the same bandwidth, so in theory they should have the same performance. (explain)
Texel RateThe Radeon HD 4550 512MB is just a bit (approximately 2%) faster with regards to texture filtering than the GeForce GT 210. (explain)
Pixel RateThe Radeon HD 4550 512MB should be a bit (approximately 2%) more effective at FSAA than the GeForce GT 210, and will be able to handle higher resolutions better. (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 maximum amount of data (in units of MB per second) that can be transferred across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.