Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4850 1GB
IntroThe GeForce GTX 550 Ti features a clock frequency of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also uses a 192-bit bus, and makes use of a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Compare those specs to the Radeon HD 4850 1GB, which comes with core clock speeds of 625 MHz on the GPU, and 993 MHz on the 1024 MB of GDDR4 memory. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti, in theory, should perform much faster than the Radeon HD 4850 1GB overall. (explain)
Texel RateThe GeForce GTX 550 Ti will be a little bit (approximately 15%) better at AF than the Radeon HD 4850 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 550 Ti is a better choice, 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 max amount of information (in units of MB per second) that can be moved past the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.