![]() ![]() The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). Pixel rate is worked out by multiplying the amount of ROPs by the the core clock speed. Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. Asus TUF Gaming GeForce GTX 1650 4GB GDDR6 128-bit, 1590 MHz 12 Gbps OpenGL 4.6, PCI Express 3. It is measured in millions of texels in one second. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). This is calculated by multiplying the total texture units of the card by the core speed of the chip. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. ![]() It especially helps with AA, HDR and high resolutions. The higher the card's memory bandwidth, the better the card will be in general. If the card has DDR RAM, it should be multiplied by 2 once again. The number is worked out by multiplying the bus width by its memory speed. Memory Bandwidth: Bandwidth is the max amount of data (measured in megabytes per second) that can be transported past the external memory interface within a second.
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