Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4850 512MB
IntroThe GeForce GTX 550 Ti comes with core speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs as well as 32 TAUs and 24 Rasterization Operator Units.
Compare those specifications to the Radeon HD 4850 512MB, which uses a 55 nm design. AMD has set the core frequency at 625 MHz. The GDDR3 memory is set to run at a speed of 993 MHz on this particular card. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti will be 55% faster than the Radeon HD 4850 512MB in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 550 Ti should be a bit (more or less 15%) faster with regards to texture filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 550 Ti is the winner, by a large margin. (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 (in units of megabytes per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 again. If 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, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number 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 in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.