Compare any two graphics cards:
GeForce GTX 1630 vs Radeon HD 4870 512MB
IntroThe GeForce GTX 1630 has core clock speeds of 1740 MHz on the GPU, and 1500 MHz on the 4096 MB of GDDR6 memory. It features 512 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Compare that to the Radeon HD 4870 512MB, which features GPU core speed of 750 MHz, and 512 MB of GDDR5 memory set to run at 900 MHz through a 256-bit bus. It also is comprised of 800(160x5) Stream Processors, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4870 512MB should in theory perform just a bit faster than the GeForce GTX 1630 overall. (explain)
Texel RateThe GeForce GTX 1630 is a lot (about 86%) more effective at texture filtering than the Radeon HD 4870 512MB. (explain)
Pixel RateThe GeForce GTX 1630 will be quite a bit (about 132%) more effective at anti-aliasing than the Radeon HD 4870 512MB, and also capable of handling higher resolutions without losing too much performance. (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 largest amount of data (measured in MB per second) that can be transferred across the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.