Compare any two graphics cards:
GeForce 9800 GT 1GB vs Radeon HD 7850
IntroThe GeForce 9800 GT 1GB features core clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs along with 56 TAUs and 16 ROPs.
Compare those specifications to the Radeon HD 7850, which features a clock frequency of 860 MHz and a GDDR5 memory frequency of 1200 MHz. It also uses a 256-bit memory bus, and makes use of a 28 nm design. It is comprised of 1024 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7850 is 167% faster than the GeForce 9800 GT 1GB overall, due to its greater bandwidth. (explain)
Texel RateThe Radeon HD 7850 is much (approximately 64%) better at anisotropic filtering than the GeForce 9800 GT 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7850 is a better choice, and very much so. (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 (in units of megabytes per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This 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 card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output 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 ability to reach the max fill rate.