Compare any two graphics cards:
GeForce GTS 250 512MB vs Radeon HD 5770
IntroThe GeForce GTS 250 512MB uses a 65/55 nm design. nVidia has clocked the core speed at 738 MHz. The GDDR3 RAM is set to run at a speed of 1100 MHz on this particular card. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Compare those specs to the Radeon HD 5770, which has GPU core speed of 850 MHz, and 1024 MB of GDDR5 memory set to run at 1200 MHz through a 128-bit bus. It also features 800(160x5) Stream Processors, 40 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5770 should perform a little bit faster than the GeForce GTS 250 512MB overall. (explain)
Texel RateThe GeForce GTS 250 512MB is quite a bit (approximately 39%) faster with regards to anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 5770 is a better choice, though not by far. (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 largest amount of information (measured in MB per second) that can be transported across the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can 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 Render Output Units by the the card's clock speed. 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 fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.