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 set the core speed at 738 MHz. The GDDR3 RAM works at a speed of 1100 MHz on this specific model. It features 128 SPUs as well as 64 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the Radeon HD 5770, which uses a 40 nm design. ATi has clocked the core frequency at 850 MHz. The GDDR5 RAM runs at a frequency of 1200 MHz on this specific card. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5770 should be just a bit faster than the GeForce GTS 250 512MB overall. (explain)
Texel RateThe GeForce GTS 250 512MB should be quite a bit (about 39%) better at anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 5770 is the winner, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total amount of texture units 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.