Compare any two graphics cards:
GeForce GTX 460 vs Radeon HD 7770
IntroThe GeForce GTX 460 has a core clock frequency of 675 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 192-bit memory bus, and makes use of a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, and 24 ROPs.
Compare those specs to the Radeon HD 7770, which has GPU core 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 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 460 should theoretically be a little bit superior to the Radeon HD 7770 in general. (explain)
Texel RateThe Radeon HD 7770 should be just a bit (more or less 6%) faster with regards to texture filtering than the GeForce GTX 460. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 460 is a better choice, but only just. (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 largest amount of data (counted in MB per second) that can be moved across the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better 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 can be applied in one second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 most pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called 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, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.