Compare any two graphics cards:
GeForce GTX 460 vs Radeon HD 7770
IntroThe GeForce GTX 460 has a GPU clock speed of 675 MHz, and the 768 MB of GDDR5 memory runs at 900 MHz through a 192-bit bus. It also is comprised of 336 Stream Processors, 56 Texture Address Units, and 24 ROPs.
Compare all that to the Radeon HD 7770, which comes with core speeds of 1000 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 RAM. It features 640 SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 460 should in theory be just a bit better than the Radeon HD 7770 overall. (explain)
Texel RateThe Radeon HD 7770 is a bit (approximately 6%) better at texture filtering than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 460 should be a small bit (more or less 1%) faster with regards to anti-aliasing than the Radeon HD 7770, and able to handle higher screen resolutions without slowing down too much. (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 max amount of information (in units of MB per second) that can be transferred across the external memory interface in one second. It's worked out by multiplying the bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is calculated by multiplying the total 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour 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 fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.