Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4350
IntroThe GeForce GT 210 uses a 40 nm design. nVidia has set the core speed at 589 MHz. The DDR3 memory is set to run at a frequency of 800 MHz on this card. It features 16 SPUs as well as 8 Texture Address Units and 4 ROPs.
Compare that to the Radeon HD 4350, which features a core clock frequency of 575 MHz and a DDR2 memory speed of 500 MHz. It also features a 64-bit memory bus, and uses a 55 nm design. It features 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 210 should in theory be a lot superior to the Radeon HD 4350 overall. (explain)
Texel RateThe GeForce GT 210 is a bit (more or less 2%) better at texture filtering than the Radeon HD 4350. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GT 210 is superior to the Radeon HD 4350, but 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 max amount of information (in units of megabytes per second) that can be moved past the external memory interface in one second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 are processed in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.