Compare any two graphics cards:
GeForce GTX 460 vs Radeon HD 7770
IntroThe GeForce GTX 460 uses a 40 nm design. nVidia has clocked the core frequency at 675 MHz. The GDDR5 memory runs at a speed of 900 MHz on this particular card. It features 336 SPUs as well as 56 TAUs and 24 Rasterization Operator Units.
Compare those specs to the Radeon HD 7770, which has core speeds of 1000 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 memory. It features 640 SPUs along with 40 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 460 should in theory be a bit faster than the Radeon HD 7770 in general. (explain)
Texel RateThe Radeon HD 7770 will be a small bit (more or less 6%) faster with regards to AF than the GeForce GTX 460. (explain)
Pixel RateThe GeForce GTX 460 should be a bit (more or less 1%) faster with regards to anti-aliasing than the Radeon HD 7770, and also will be able to handle 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.
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 data (counted in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the card's 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 higher the memory bandwidth, the faster 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 processed per second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at 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 calculated by multiplying the number of Render Output Units by the clock speed of the card. 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 quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.