Compare any two graphics cards:
GeForce GTX 560 vs Radeon HD 7870
IntroThe GeForce GTX 560 has a GPU core speed of 810 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1001 MHz through a 256-bit bus. It also is made up of 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 7870, which comes with GPU core speed of 1000 MHz, and 2048 MB of GDDR5 memory set to run at 1200 MHz through a 256-bit bus. It also is made up of 1280 SPUs, 80 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7870 is 20% faster than the GeForce GTX 560 in general, because of its higher bandwidth. (explain)
Texel RateThe Radeon HD 7870 is a lot (more or less 76%) more effective at anisotropic filtering than the GeForce GTX 560. (explain)
Pixel RateThe Radeon HD 7870 should be much (about 23%) faster with regards to full screen anti-aliasing than the GeForce GTX 560, and should be able to handle higher resolutions without slowing down too much. (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 max amount of data (in units of megabytes per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, 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 video 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 amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.