Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4850 1GB
IntroThe GeForce GTX 550 Ti uses a 40 nm design. nVidia has set the core frequency at 900 MHz. The GDDR5 memory works at a speed of 1026 MHz on this specific model. It features 192 SPUs as well as 32 TAUs and 24 ROPs.
Compare all that to the Radeon HD 4850 1GB, which has GPU core speed of 625 MHz, and 1024 MB of GDDR4 RAM set to run at 993 MHz through a 256-bit bus. It also is comprised of 800(160x5) Stream Processors, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should be quite a bit faster than the Radeon HD 4850 1GB in general. (explain)
Texel RateThe GeForce GTX 550 Ti is a little bit (more or less 15%) faster with regards to AF than the Radeon HD 4850 1GB. (explain)
Pixel RateIf using lots of anti-aliasing 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 maximum amount of data (counted in MB per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster 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 texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock 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 also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.