Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 4670 512MB
IntroThe GeForce GT 240 GDDR5 comes with a clock frequency of 550 MHz and a GDDR5 memory speed of 850 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 96 SPUs, 32 Texture Address Units, and 8 ROPs.
Compare those specs to the Radeon HD 4670 512MB, which features clock speeds of 750 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR4/GDDR3/DDR3/DDR2 RAM. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically speaking, the GeForce GT 240 GDDR5 should perform much faster than the Radeon HD 4670 512MB overall. (explain)
Texel RateThe Radeon HD 4670 512MB should be a lot (about 36%) more effective at AF than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 4670 512MB is the winner, by far. (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: Bandwidth is the largest amount of data (measured in MB per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.