Compare any two graphics cards:
GeForce GT 210 vs Radeon R5 M330
IntroThe GeForce GT 210 comes with a GPU core clock speed of 589 MHz, and the 512 MB of DDR3 RAM runs at 800 MHz through a 64-bit bus. It also is comprised of 16 SPUs, 8 TAUs, and 4 Raster Operation Units.Compare that to the Radeon R5 M330, which uses a 28 nm design. AMD has set the core speed at 1030 MHz. The DDR3 memory runs at a speed of 900 MHz on this model. It features 320 SPUs as well as 20 Texture Address Units and 8 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksMemory BandwidthThe Radeon R5 M330, in theory, should perform a little bit faster than the GeForce GT 210 overall. (explain)
Texel RateThe Radeon R5 M330 should be a lot (more or less 337%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon R5 M330 is the winner, and very much so. (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 (counted in MB per second) that can be moved past the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 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, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - 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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