Compare any two graphics cards:
GeForce GTX 580 vs Radeon HD 4850 512MB
IntroThe GeForce GTX 580 uses a 40 nm design. nVidia has clocked the core frequency at 772 MHz. The GDDR5 RAM runs at a frequency of 1002 MHz on this model. It features 512 SPUs as well as 64 TAUs and 48 ROPs.
Compare all that to the Radeon HD 4850 512MB, which uses a 55 nm design. ATi has clocked the core frequency at 625 MHz. The GDDR3 memory runs at a speed of 993 MHz on this card. It features 800(160x5) SPUs as well as 40 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 580 should be much faster than the Radeon HD 4850 512MB overall. (explain)
Texel RateThe GeForce GTX 580 should be much (more or less 98%) more effective at anisotropic filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateThe GeForce GTX 580 will be quite a bit (about 271%) more effective at anti-aliasing than the Radeon HD 4850 512MB, and should be able to handle higher resolutions more effectively. (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 max amount of information (in units of megabytes per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units of the card 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 processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the clock 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 is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.