Compare any two graphics cards:
GeForce GTX 560 vs Radeon HD 7870
IntroThe GeForce GTX 560 features a clock speed of 810 MHz and a GDDR5 memory frequency of 1001 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It is made up of 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare all that to the Radeon HD 7870, which features a core clock speed of 1000 MHz and a GDDR5 memory speed of 1200 MHz. It also uses a 256-bit bus, and makes use of a 28 nm design. It is comprised of 1280 SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7870 will be 20% quicker than the GeForce GTX 560 in general, due to its higher bandwidth. (explain)
Texel RateThe Radeon HD 7870 is quite a bit (more or less 76%) better at texture filtering than the GeForce GTX 560. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 7870 is superior to the GeForce GTX 560, 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: Bandwidth is the maximum amount of information (counted in MB per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster 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 are applied in one second. This number is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs 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 rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.