Compare any two graphics cards:
GeForce GTS 250 1GB vs Radeon HD 5670
IntroThe GeForce GTS 250 1GB comes with a core clock speed of 738 MHz and a GDDR3 memory speed of 1100 MHz. It also features a 256-bit bus, and makes use of a 65/55 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the Radeon HD 5670, which has clock speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 400(80x5) SPUs along with 20 Texture Address Units and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 250 1GB should in theory be a small bit faster than the Radeon HD 5670 in general. (explain)
Texel RateThe GeForce GTS 250 1GB will be much (more or less 205%) faster with regards to AF than the Radeon HD 5670. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTS 250 1GB is the winner, and very much so. (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 information (measured in MB per second) that can be transferred across the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total number of texture units by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.