Compare any two graphics cards:
GeForce GTX 280 vs Radeon HD 7950
IntroThe GeForce GTX 280 has core clock speeds of 602 MHz on the GPU, and 1107 MHz on the 1024 MB of GDDR3 RAM. It features 240 SPUs as well as 80 TAUs and 32 Rasterization Operator Units.
Compare those specs to the Radeon HD 7950, which comes with GPU clock speed of 800 MHz, and 1536 MB of GDDR5 RAM set to run at 1250 MHz through a 384-bit bus. It also is made up of 1792 Stream Processors, 112 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7950 should perform quite a bit faster than the GeForce GTX 280 in general. (explain)
Texel RateThe Radeon HD 7950 will be a lot (approximately 86%) better at AF than the GeForce GTX 280. (explain)
Pixel RateThe Radeon HD 7950 will be quite a bit (approximately 33%) faster with regards to anti-aliasing than the GeForce GTX 280, and also able to handle higher resolutions without losing too much performance. (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 (in units of megabytes per second) that can be transferred past the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units by the core 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 a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.