Compare any two graphics cards:
GeForce GTX 650 vs Radeon R5 M255
IntroThe GeForce GTX 650 comes with a core clock frequency of 1058 MHz and a GDDR5 memory speed of 1250 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.Compare all that to the Radeon R5 M255, which comes with core speeds of 940 MHz on the GPU, and 1000 MHz on the 2048 MB of DDR3 memory. It features 320 SPUs as well as 20 TAUs and 8 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksMemory BandwidthIn theory, the GeForce GTX 650 should be quite a bit faster than the Radeon R5 M255 overall. (explain)
Texel RateThe GeForce GTX 650 should be quite a bit (more or less 80%) better at anisotropic filtering than the Radeon R5 M255. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 650 is superior to the Radeon R5 M255, 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. Price Comparison
Display Prices
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. Specifications
Display Specifications
Memory Bandwidth: Bandwidth is the max amount of data (in units of MB per second) that can be transported over the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one 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. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill 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 ability to reach the maximum fill rate.
Display Prices
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.
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