Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 7770
IntroThe GeForce GTX 550 Ti comes with core clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs along with 32 Texture Address Units and 24 ROPs.
Compare all of that to the Radeon HD 7770, which comes with GPU clock speed of 1000 MHz, and 1024 MB of GDDR5 RAM set to run at 1125 MHz through a 128-bit bus. It also is comprised of 640 SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should theoretically be quite a bit faster than the Radeon HD 7770 overall. (explain)
Texel RateThe Radeon HD 7770 is much (more or less 39%) more effective at AF than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is superior to the Radeon HD 7770, and very much so. (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: Bandwidth is the maximum amount of information (measured in MB per second) that can be transported over the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to 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 ability to get to the maximum fill rate.