Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4350
IntroThe GeForce GT 210 uses a 40 nm design. nVidia has clocked the core frequency at 589 MHz. The DDR3 RAM runs at a frequency of 800 MHz on this card. It features 16 SPUs as well as 8 TAUs and 4 Rasterization Operator Units.
Compare that to the Radeon HD 4350, which features GPU clock speed of 575 MHz, and 512 MB of DDR2 RAM running at 500 MHz through a 64-bit bus. It also is made up of 80(16x5) Stream Processors, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 210 should theoretically be quite a bit faster than the Radeon HD 4350 in general. (explain)
Texel RateThe GeForce GT 210 will be a small bit (about 2%) more effective at AF than the Radeon HD 4350. (explain)
Pixel RateThe GeForce GT 210 should be just a bit (more or less 2%) better at anti-aliasing than the Radeon HD 4350, and also should 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: Memory bandwidth is the maximum amount of data (measured in megabytes per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 once again. If 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 processed in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.