Compare any two graphics cards:
GeForce 8800 GTX vs Radeon HD 5770
IntroThe GeForce 8800 GTX features a GPU core clock speed of 575 MHz, and the 768 MB of GDDR3 memory runs at 900 MHz through a 384-bit bus. It also is comprised of 128 Stream Processors, 64 Texture Address Units, and 24 ROPs.
Compare all that to the Radeon HD 5770, which features a clock speed of 850 MHz and a GDDR5 memory frequency of 1200 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It features 800(160x5) SPUs, 40 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GTX, in theory, should perform a bit faster than the Radeon HD 5770 in general. (explain)
Texel RateThe GeForce 8800 GTX will be a bit (approximately 8%) more effective at texture filtering than the Radeon HD 5770. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8800 GTX is a better choice, not by a very large margin though. (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: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card 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 applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. 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 is also dependant 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.