Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4850 512MB
IntroThe GeForce GTX 550 Ti has core speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs along with 32 TAUs and 24 Rasterization Operator Units.
Compare all that to the Radeon HD 4850 512MB, which makes use of a 55 nm design. AMD has clocked the core frequency at 625 MHz. The GDDR3 RAM runs at a frequency of 993 MHz on this card. It features 800(160x5) SPUs along with 40 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 550 Ti should theoretically be much better than the Radeon HD 4850 512MB overall. (explain)
Texel RateThe GeForce GTX 550 Ti is a small bit (approximately 15%) better at AF than the Radeon HD 4850 512MB. (explain)
Pixel RateThe GeForce GTX 550 Ti should be quite a bit (approximately 116%) faster with regards to FSAA than the Radeon HD 4850 512MB, and also will be able to handle higher screen resolutions without losing too much performance. (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 max amount of data (in units of MB per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.