Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4850 512MB
IntroThe GeForce GTX 550 Ti uses a 40 nm design. nVidia has set the core speed at 900 MHz. The GDDR5 RAM runs at a frequency of 1026 MHz on this specific model. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.
Compare those specs to the Radeon HD 4850 512MB, which comes with GPU core speed of 625 MHz, and 512 MB of GDDR3 RAM running at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 550 Ti should theoretically be quite a bit better than the Radeon HD 4850 512MB overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be a little bit (approximately 15%) better at texture filtering than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 550 Ti is a better choice, and very much so. (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 maximum amount of information (measured in megabytes per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video 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 amount of pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units 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 rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.