Compare any two graphics cards:
GeForce 9800 GT 1GB vs Radeon HD 7850
IntroThe GeForce 9800 GT 1GB makes use of a 65/55 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this card. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare those specs to the Radeon HD 7850, which comes with a clock frequency of 860 MHz and a GDDR5 memory speed of 1200 MHz. It also uses a 256-bit bus, and uses 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)
In theory, the Radeon HD 7850 is 167% quicker than the GeForce 9800 GT 1GB overall, because of its higher bandwidth. (explain)
Texel RateThe Radeon HD 7850 is quite a bit (about 64%) better at anisotropic filtering than the GeForce 9800 GT 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 7850 is the winner, by a large margin. (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 largest amount of information (counted in MB per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.