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 speed of 800 MHz. It also makes use of a 64-bit memory bus, and uses a 40 nm design. It features 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Compare all that to the Radeon HD 4550 512MB, which has GPU clock speed of 600 MHz, and 512 MB of GDDR3 RAM running at 800 MHz through a 64-bit bus. It also features 80(16x5) SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so in theory they should perform exactly the same. (explain)
Texel RateThe Radeon HD 4550 512MB should be a bit (about 2%) more effective at anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 4550 512MB is superior to the GeForce GT 210, 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.
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 max amount of data (measured in megabytes per second) that can be transported over the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.