Compare any two graphics cards:
GeForce GTX 280 vs Radeon HD 7950
IntroThe GeForce GTX 280 uses a 65 nm design. nVidia has set the core frequency at 602 MHz. The GDDR3 memory is set to run at a frequency of 1107 MHz on this particular model. It features 240 SPUs along with 80 Texture Address Units and 32 Rasterization Operator Units.
Compare those specifications to the Radeon HD 7950, which has a GPU core clock speed of 800 MHz, and 1536 MB of GDDR5 memory set to run at 1250 MHz through a 384-bit bus. It also features 1792 SPUs, 112 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7950 should be 69% quicker than the GeForce GTX 280 overall, because of its greater bandwidth. (explain)
Texel RateThe Radeon HD 7950 should be quite a bit (about 86%) faster with regards to texture filtering than the GeForce GTX 280. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 7950 is a better choice, 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.
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: Bandwidth is the largest amount of data (counted in MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, 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 most pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 potential to get to the max fill rate.