Compare any two graphics cards:
GeForce 9800 GTX+ vs Radeon HD 4850 1GB
IntroThe GeForce 9800 GTX+ comes with core speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the Radeon HD 4850 1GB, which has GPU clock speed of 625 MHz, and 1024 MB of GDDR4 memory running at 993 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 9800 GTX+ is 11% quicker than the Radeon HD 4850 1GB overall, due to its greater data rate. (explain)
Texel RateThe GeForce 9800 GTX+ is a lot (approximately 89%) faster with regards to texture filtering than the Radeon HD 4850 1GB. (explain)
Pixel RateThe GeForce 9800 GTX+ will be just a bit (approximately 18%) faster with regards to anti-aliasing than the Radeon HD 4850 1GB, and also will be able to handle higher 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.
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 information (counted in MB per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 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 can be processed per second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, 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 most pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.