Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4850 512MB
IntroThe GeForce GTX 550 Ti features a core clock frequency of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also uses a 192-bit memory bus, and makes use of a 40 nm design. It features 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Compare all that to the Radeon HD 4850 512MB, which has a clock speed of 625 MHz and a GDDR3 memory frequency of 993 MHz. It also makes use of a 256-bit memory bus, and makes use of a 55 nm design. It is made up of 800(160x5) SPUs, 40 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should in theory perform a lot faster than the Radeon HD 4850 512MB in general. (explain)
Texel RateThe GeForce GTX 550 Ti will be a small bit (about 15%) more effective at AF than the Radeon HD 4850 512MB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti 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: Bandwidth is the max amount of data (measured in megabytes per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the bus width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's 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 are processed per second. This is worked out by multiplying the total amount of 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core 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 output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.