Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4350
IntroThe GeForce GT 210 comes with a core clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also features a 64-bit bus, and makes use of a 40 nm design. It is comprised of 16 SPUs, 8 TAUs, and 4 ROPs.
Compare those specs to the Radeon HD 4350, which features a clock speed of 575 MHz and a DDR2 memory frequency of 500 MHz. It also features a 64-bit bus, and uses a 55 nm design. It is comprised of 80(16x5) SPUs, 8 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 210 will be 60% quicker than the Radeon HD 4350 overall, due to its greater bandwidth. (explain)
Texel RateThe GeForce GT 210 will be just a bit (more or less 2%) more effective at AF than the Radeon HD 4350. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GT 210 is a better choice, 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 (in units of MB per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen 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 texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.