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 runs at a frequency of 1100 MHz on this card. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Compare those specs to the Radeon HD 5770, which comes with core speeds of 850 MHz on the GPU, and 1200 MHz on the 1024 MB of GDDR5 memory. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 5770 should theoretically be just a bit superior to the GeForce GTS 250 512MB in general. (explain)
Texel RateThe GeForce GTS 250 512MB will be much (about 39%) more effective at anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 5770 is a better choice, but it probably won't make a huge difference. (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 megabytes per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at 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 the local memory per second - measured in millions of pixels per second. The figure is calculated 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 rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.