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 is set to run at a speed of 800 MHz on this card. It features 16 SPUs along with 8 Texture Address Units and 4 Rasterization Operator Units.
Compare all of that to the Radeon HD 4350, which has a 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 is comprised of 80(16x5) SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 210 should be quite a bit faster than the Radeon HD 4350 overall. (explain)
Texel RateThe GeForce GT 210 is just a bit (approximately 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 only just barely. (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 maximum amount of information (in units of MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total number of texture units of the card 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 processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can 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 - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.