Compare any two graphics cards:
GeForce GTX 560 vs Radeon HD 7770
IntroThe GeForce GTX 560 has a core clock speed of 810 MHz and a GDDR5 memory frequency of 1001 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It is comprised of 336 SPUs, 56 Texture Address Units, and 32 ROPs.
Compare those specs to the Radeon HD 7770, which features a GPU core clock speed of 1000 MHz, and 1024 MB of GDDR5 memory set to run at 1125 MHz through a 128-bit bus. It also features 640 SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 560 is 78% quicker than the Radeon HD 7770 overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 560 should be a little bit (approximately 13%) more effective at AF than the Radeon HD 7770. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 560 is the winner, by a large margin. (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 maximum amount of information (measured in MB per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core speed of the card. 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 rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.