Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 4670 512MB
IntroThe GeForce GT 240 GDDR5 has a core clock frequency of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 32 Texture Address Units, and 8 ROPs.
Compare all of that to the Radeon HD 4670 512MB, which uses a 55 nm design. AMD has clocked the core frequency at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 memory is set to run at a speed of 1000 MHz on this model. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
The GeForce GT 240 GDDR5 should theoretically be a lot faster than the Radeon HD 4670 512MB in general. (explain)
Texel RateThe Radeon HD 4670 512MB should be quite a bit (approximately 36%) faster with regards to texture filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateThe Radeon HD 4670 512MB is quite a bit (about 36%) more effective at anti-aliasing than the GeForce GT 240 GDDR5, and also will be able to handle higher screen 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.
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 information (measured in MB per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 maximum amount of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.