Compare any two graphics cards:
Radeon HD 5850 vs Radeon HD 7850
IntroThe Radeon HD 5850 features a GPU clock speed of 725 MHz, and the 1024 MB of GDDR5 RAM runs at 1000 MHz through a 256-bit bus. It also is made up of 1440(288x5) SPUs, 72 TAUs, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 7850, which has a core clock frequency of 860 MHz and a GDDR5 memory speed of 1200 MHz. It also features a 256-bit bus, and makes use of a 28 nm design. It features 1024 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7850 should in theory perform a little bit faster than the Radeon HD 5850 overall. (explain)
Texel RateThe Radeon HD 7850 will be a small bit (more or less 5%) better at texture filtering than the Radeon HD 5850. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7850 is the winner, but not 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.
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 (measured in megabytes per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core 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 one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs 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 output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.