Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 6670 (OEM)
IntroThe GeForce 8800 GT 1GB features clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 112 SPUs along with 56 TAUs and 16 ROPs.Compare all of that to the Radeon HD 6670 (OEM), which features clock speeds of 800 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR5 RAM. It features 480 SPUs as well as 24 TAUs and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 6670 (OEM) should theoretically perform a small bit faster than the GeForce 8800 GT 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 1GB should be much (approximately 75%) better at anisotropic filtering than the Radeon HD 6670 (OEM). (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8800 GT 1GB 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 ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the interface width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock 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 applied in one second. Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.
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