Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 4350
IntroThe GeForce GT 210 has a GPU core clock speed of 589 MHz, and the 512 MB of DDR3 memory is set to run at 800 MHz through a 64-bit bus. It also is comprised of 16 Stream Processors, 8 TAUs, and 4 Raster Operation Units.
Compare all that to the Radeon HD 4350, which features a clock frequency of 575 MHz and a DDR2 memory speed of 500 MHz. It also makes use of a 64-bit memory bus, and makes use of a 55 nm design. It is comprised of 80(16x5) SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 210 should in theory be quite a bit better than the Radeon HD 4350 in general. (explain)
Texel RateThe GeForce GT 210 is a small bit (more or less 2%) faster with regards to AF than the Radeon HD 4350. (explain)
Pixel RateThe GeForce GT 210 will be just a bit (about 2%) more effective at full screen anti-aliasing than the Radeon HD 4350, and also capable of handling higher resolutions without slowing down too much. (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 data (counted in megabytes per second) that can be transported over the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.