Compare any two graphics cards:
GeForce GTX 580 vs Radeon HD 4850 512MB
IntroThe GeForce GTX 580 has a clock frequency of 772 MHz and a GDDR5 memory frequency of 1002 MHz. It also makes use of a 384-bit memory bus, and uses a 40 nm design. It is comprised of 512 SPUs, 64 Texture Address Units, and 48 ROPs.
Compare all of that to the Radeon HD 4850 512MB, which makes use of a 55 nm design. AMD has clocked the core speed at 625 MHz. The GDDR3 RAM runs at a frequency of 993 MHz on this particular card. It features 800(160x5) SPUs along with 40 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 is 203% quicker than the Radeon HD 4850 512MB overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 580 will be quite a bit (approximately 98%) better at texture filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 580 is superior to the Radeon HD 4850 512MB, by a large margin. (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 (measured in megabytes per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.