Compare any two graphics cards:
GeForce GTX 280 vs Radeon HD 7950
IntroThe GeForce GTX 280 features a clock frequency of 602 MHz and a GDDR3 memory frequency of 1107 MHz. It also makes use of a 512-bit bus, and makes use of a 65 nm design. It is made up of 240 SPUs, 80 TAUs, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 7950, which makes use of a 28 nm design. AMD has clocked the core frequency at 800 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this specific model. It features 1792 SPUs as well as 112 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7950 should theoretically perform a lot faster than the GeForce GTX 280 overall. (explain)
Texel RateThe Radeon HD 7950 is much (about 86%) better at texture filtering than the GeForce GTX 280. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 7950 is superior to the GeForce GTX 280, 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: Memory bandwidth is the max amount of information (in units of megabytes per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, 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 number of pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.