Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4550 512MB
IntroThe GeForce GT 210 comes with a GPU core speed of 589 MHz, and the 512 MB of DDR3 memory runs at 800 MHz through a 64-bit bus. It also is comprised of 16 Stream Processors, 8 Texture Address Units, and 4 ROPs.
Compare those specifications to the Radeon HD 4550 512MB, which features a clock speed of 600 MHz and a GDDR3 memory speed of 800 MHz. It also uses a 64-bit memory bus, and uses a 55 nm design. It 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 theoretically they should perform exactly the same. (explain)
Texel RateThe Radeon HD 4550 512MB should be a little 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 a better choice, but only just. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. In the case of DDR type RAM, it should 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, HDR 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 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.