Compare any two graphics cards:
Radeon HD 5850 vs Radeon HD 7970
IntroThe Radeon HD 5850 comes with a core clock frequency of 725 MHz and a GDDR5 memory speed of 1000 MHz. It also uses a 256-bit memory bus, and makes use of a 40 nm design. It features 1440(288x5) SPUs, 72 Texture Address Units, and 32 ROPs.
Compare all of that to the Radeon HD 7970, which comes with a core clock speed of 925 MHz and a GDDR5 memory frequency of 1375 MHz. It also makes use of a 384-bit bus, and uses a 28 nm design. It is comprised of 2048 SPUs, 128 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7970 should in theory perform a lot faster than the Radeon HD 5850 overall. (explain)
Texel RateThe Radeon HD 7970 will be a lot (about 127%) better at anisotropic filtering than the Radeon HD 5850. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7970 is a better choice, by a large margin. (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.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.