Compare any two graphics cards:
GeForce GT 210 vs Radeon HD 7770
IntroThe GeForce GT 210 features a core clock speed of 589 MHz and a DDR3 memory frequency of 800 MHz. It also uses a 64-bit memory bus, and uses a 40 nm design. It is made up of 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Compare those specs to the Radeon HD 7770, which has a core clock frequency of 1000 MHz and a GDDR5 memory frequency of 1125 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It is made up of 640 SPUs, 40 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 7770 should in theory be quite a bit better than the GeForce GT 210 overall. (explain)
Texel RateThe Radeon HD 7770 is a lot (approximately 749%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 7770 is the winner, by a large margin. (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 (measured in MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core 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 applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.