Compare any two graphics cards:
GeForce 8500 GT vs Radeon HD 5770
IntroThe GeForce 8500 GT comes with a GPU core speed of 450 MHz, and the 512 MB of DDR2 RAM runs at 400 MHz through a 128-bit bus. It also is comprised of 16 Stream Processors, 8 Texture Address Units, and 4 ROPs.
Compare all of that to the Radeon HD 5770, which has a core clock frequency of 850 MHz and a GDDR5 memory frequency of 1200 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It features 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 5770 should in theory be much better than the GeForce 8500 GT overall. (explain)
Texel RateThe Radeon HD 5770 will be much (more or less 844%) faster with regards to anisotropic filtering than the GeForce 8500 GT. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 5770 is a better choice, 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 max amount of information (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster 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 amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of 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 maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant 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.