Compare any two graphics cards:
GeForce GTX 580 vs Radeon HD 7850
IntroThe GeForce GTX 580 features a clock frequency of 772 MHz and a GDDR5 memory frequency of 1002 MHz. It also makes use of a 384-bit bus, and uses a 40 nm design. It is made up of 512 SPUs, 64 Texture Address Units, and 48 Raster Operation Units.
Compare all that to the Radeon HD 7850, which features clock speeds of 860 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 memory. It features 1024 SPUs along with 64 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580, in theory, should perform quite a bit faster than the Radeon HD 7850 overall. (explain)
Texel RateThe Radeon HD 7850 will be just a bit (about 11%) better at texture filtering than the GeForce GTX 580. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 580 is the winner, by far. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number 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 amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.