Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4850 1GB
IntroThe GeForce GTX 550 Ti has a core clock speed 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 is made up of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Compare those specs to the Radeon HD 4850 1GB, which comes with a GPU core clock speed of 625 MHz, and 1024 MB of GDDR4 memory set to run at 993 MHz through a 256-bit bus. It also is comprised of 800(160x5) Stream Processors, 40 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 550 Ti should be quite a bit faster than the Radeon HD 4850 1GB overall. (explain)
Texel RateThe GeForce GTX 550 Ti is a bit (about 15%) better at texture filtering than the Radeon HD 4850 1GB. (explain)
Pixel RateThe GeForce GTX 550 Ti should be a lot (more or less 116%) more effective at anti-aliasing than the Radeon HD 4850 1GB, and will be able to handle higher screen resolutions more effectively. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred past the external memory interface in a second. The number is calculated by multiplying the interface width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This 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 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 number of pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.