Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 5770
IntroThe GeForce 8800 GTS (G92) has a core clock frequency of 650 MHz and a GDDR3 memory speed of 970 MHz. It also features a 256-bit memory bus, and uses a 65 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare all of that to the Radeon HD 5770, which has a core clock speed of 850 MHz and a GDDR5 memory speed of 1200 MHz. It also makes use of a 128-bit memory bus, and uses a 40 nm design. It is made up of 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5770 should theoretically perform a lot faster than the GeForce 8800 GTS (G92) in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) is quite a bit (about 22%) more effective at texture filtering than the Radeon HD 5770. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 5770 is superior to the GeForce 8800 GTS (G92), 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: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR 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 of the card by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.