Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 5770
IntroThe GeForce 8800 GTS (G92) has a GPU core clock speed of 650 MHz, and the 512 MB of GDDR3 RAM is set to run at 970 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 ROPs.
Compare those specs to the Radeon HD 5770, which makes use of a 40 nm design. AMD has clocked the core frequency at 850 MHz. The GDDR5 memory runs at a speed of 1200 MHz on this specific model. It features 800(160x5) SPUs along with 40 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5770, in theory, should perform a lot faster than the GeForce 8800 GTS (G92) in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be quite a bit (about 22%) better at texture filtering than the Radeon HD 5770. (explain)
Pixel RateThe Radeon HD 5770 should be a lot (more or less 31%) more effective at full screen anti-aliasing than the GeForce 8800 GTS (G92), and able to handle higher resolutions more effectively. (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 (in units of MB per second) that can be transported over the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 number of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total amount of 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 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 in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.