Compare any two graphics cards:
GeForce GTX 560 vs Radeon HD 7870
IntroThe GeForce GTX 560 has a GPU core clock speed of 810 MHz, and the 1024 MB of GDDR5 RAM runs at 1001 MHz through a 256-bit bus. It also is made up of 336 SPUs, 56 Texture Address Units, and 32 ROPs.
Compare all that to the Radeon HD 7870, which comes with a clock speed of 1000 MHz and a GDDR5 memory frequency of 1200 MHz. It also features a 256-bit bus, and uses a 28 nm design. It is made up of 1280 SPUs, 80 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7870 should be a little bit faster than the GeForce GTX 560 overall. (explain)
Texel RateThe Radeon HD 7870 should be a lot (approximately 76%) faster with regards to texture filtering than the GeForce GTX 560. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 7870 is the winner, 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 (in units of MB per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the 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 - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.