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Compare any two graphics cards:
Radeon HD 3470 512MB vs Radeon HD 3650 256MB
IntroThe Radeon HD 3470 512MB features a core clock speed of 800 MHz and a GDDR3 memory speed of 950 MHz. It also uses a 128-bit memory bus, and makes use of a 55 nm design. It features 40(8x5) SPUs, 4 TAUs, and 4 ROPs.
Compare all of that to the Radeon HD 3650 256MB, which comes with GPU core speed of 725 MHz, and 256 MB of DDR2 RAM set to run at 800 MHz through a 128-bit bus. It also is made up of 120(24x5) SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Theoretically speaking, the Radeon HD 3470 512MB is 19% faster than the Radeon HD 3650 256MB overall, due to its greater data rate. (explain)
Texel RateThe Radeon HD 3650 256MB will be much (about 81%) more effective at anisotropic filtering than the Radeon HD 3470 512MB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 3470 512MB is the winner, though not 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.
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 max amount of data (counted in MB per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount 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 processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.