Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 4670 512MB
IntroThe GeForce GT 240 GDDR5 uses a 40 nm design. nVidia has clocked the core frequency at 550 MHz. The GDDR5 memory works at a speed of 850 MHz on this card. It features 96 SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.
Compare all that to the Radeon HD 4670 512MB, which makes use of a 55 nm design. AMD has set the core speed at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 memory works at a speed of 1000 MHz on this particular model. It features 320(64x5) SPUs along with 32 TAUs and 8 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
The GeForce GT 240 GDDR5 should in theory perform a lot faster than the Radeon HD 4670 512MB in general. (explain)
Texel RateThe Radeon HD 4670 512MB should be a lot (approximately 36%) better at AF than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 4670 512MB is superior to the GeForce GT 240 GDDR5, 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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transferred past the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.