Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5770
IntroThe GeForce 8500 GT features a GPU core clock speed of 450 MHz, and the 512 MB of DDR2 memory runs at 400 MHz through a 128-bit bus. It also features 16 Stream Processors, 8 Texture Address Units, and 4 Raster Operation Units.
Compare all of that to the Radeon HD 5770, which comes with GPU core speed of 850 MHz, and 1024 MB of GDDR5 memory set to run at 1200 MHz through a 128-bit bus. It also features 800(160x5) SPUs, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5770, in theory, should perform quite a bit faster than the GeForce 8500 GT in general. (explain)
Texel RateThe Radeon HD 5770 will be a lot (approximately 844%) faster with regards to anisotropic filtering than the GeForce 8500 GT. (explain)
Pixel RateThe Radeon HD 5770 is a lot (about 656%) faster with regards to full screen anti-aliasing than the GeForce 8500 GT, and also will be capable of handling higher screen 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 max amount of information (in units of megabytes per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the bus width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better 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 can be applied per second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.