Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 4670 512MB
IntroThe GeForce GT 240 GDDR5 has core speeds of 550 MHz on the GPU, and 850 MHz on the 512 MB of GDDR5 RAM. It features 96 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.
Compare all of that to the Radeon HD 4670 512MB, which has GPU core speed of 750 MHz, and 512 MB of GDDR4/GDDR3/DDR3/DDR2 memory running at 1000 MHz through a 128-bit bus. It also features 320(64x5) SPUs, 32 TAUs, and 8 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically, the GeForce GT 240 GDDR5 should perform quite a bit faster than the Radeon HD 4670 512MB overall. (explain)
Texel RateThe Radeon HD 4670 512MB should be a lot (approximately 36%) faster with regards to anisotropic filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 4670 512MB is a better choice, 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 maximum amount of data (counted in megabytes per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the 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 can be processed in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.