Compare any two graphics cards:
GeForce GTX 560 vs Radeon HD 7770
IntroThe GeForce GTX 560 features a clock frequency of 810 MHz and a GDDR5 memory speed of 1001 MHz. It also features a 256-bit bus, and makes use of a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare all that to the Radeon HD 7770, which comes with a clock speed of 1000 MHz and a GDDR5 memory speed of 1125 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is comprised of 640 SPUs, 40 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 is 78% quicker than the Radeon HD 7770 overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 560 should be a little bit (more or less 13%) better at AF than the Radeon HD 7770. (explain)
Pixel RateThe GeForce GTX 560 will be much (approximately 62%) more effective at anti-aliasing than the Radeon HD 7770, and also will be capable of handling higher resolutions more effectively. (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: Bandwidth is the max amount of information (measured in MB per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. 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 amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video 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 card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.