Compare any two graphics cards:
GeForce GT 230 vs Radeon HD 4670 512MB
IntroThe GeForce GT 230 features a GPU clock speed of 550 MHz, and the 1536 MB of DDR3 RAM runs at 800 MHz through a 192-bit bus. It also is comprised of 32 Stream Processors, 16 Texture Address Units, and 8 ROPs.
Compare those specs to the Radeon HD 4670 512MB, which has a clock frequency of 750 MHz and a GDDR4/GDDR3/DDR3/DDR2 memory frequency of 1000 MHz. It also features a 128-bit bus, and makes use of a 55 nm design. It is made up of 320(64x5) SPUs, 32 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 230 should be 20% quicker than the Radeon HD 4670 512MB in general, because of its higher data rate. (explain)
Texel RateThe Radeon HD 4670 512MB is a lot (approximately 173%) more effective at AF than the GeForce GT 230. (explain)
Pixel RateThe Radeon HD 4670 512MB should be much (more or less 36%) more effective at full screen anti-aliasing than the GeForce GT 230, and 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR 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 amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.