Compare any two graphics cards:
GeForce GTX 460 vs Radeon HD 7770
IntroThe GeForce GTX 460 features a GPU core clock speed of 675 MHz, and the 768 MB of GDDR5 memory is set to run at 900 MHz through a 192-bit bus. It also is made up of 336 Stream Processors, 56 Texture Address Units, and 24 Raster Operation Units.
Compare that to the Radeon HD 7770, which comes with core clock speeds of 1000 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 RAM. It features 640 SPUs along with 40 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 is 20% quicker than the Radeon HD 7770 overall, due to its higher bandwidth. (explain)
Texel RateThe Radeon HD 7770 should be a bit (more or less 6%) faster with regards to texture filtering than the GeForce GTX 460. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 460 is the winner, though not by far. (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. The number is worked out by multiplying the bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better 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 applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the card's clock speed. 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 also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.