Compare any two graphics cards:
GeForce GTX 280 vs Radeon HD 5770
IntroThe GeForce GTX 280 has a clock frequency of 602 MHz and a GDDR3 memory frequency of 1107 MHz. It also makes use of a 512-bit bus, and uses a 65 nm design. It features 240 SPUs, 80 Texture Address Units, and 32 ROPs.
Compare all that to the Radeon HD 5770, which makes use of a 40 nm design. AMD has set the core speed at 850 MHz. The GDDR5 memory works at a speed of 1200 MHz on this model. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 280 should perform much faster than the Radeon HD 5770 overall. (explain)
Texel RateThe GeForce GTX 280 will be much (approximately 42%) more effective at anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateThe GeForce GTX 280 is much (approximately 42%) faster with regards to AA than the Radeon HD 5770, 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 max amount of information (measured in MB per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number 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 rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.