Compare any two graphics cards:
GeForce 820M vs Radeon HD 4550 512MB
IntroThe GeForce 820M comes with a clock frequency of 719 MHz and a DDR3 memory frequency of 1000 MHz. It also features a 64-bit memory bus, and uses a 28 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Compare that to the Radeon HD 4550 512MB, which comes with clock speeds of 600 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 memory. It features 80(16x5) SPUs along with 8 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 820M should theoretically be a lot faster than the Radeon HD 4550 512MB in general. (explain)
Texel RateThe GeForce 820M will be much (approximately 140%) better at anisotropic filtering than the Radeon HD 4550 512MB. (explain)
Pixel RateThe GeForce 820M will be a bit (more or less 20%) faster with regards to AA than the Radeon HD 4550 512MB, and will be capable of handling higher resolutions better. (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 maximum amount of data (counted in MB per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.