Compare any two graphics cards:
GeForce GTX 560 vs Radeon HD 7870
IntroThe GeForce GTX 560 comes with a core clock speed of 810 MHz and a GDDR5 memory frequency of 1001 MHz. It also uses a 256-bit memory bus, and makes use of a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 7870, which uses a 28 nm design. AMD has clocked the core frequency at 1000 MHz. The GDDR5 memory works at a frequency of 1200 MHz on this card. It features 1280 SPUs as well as 80 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7870 should be a small bit faster than the GeForce GTX 560 overall. (explain)
Texel RateThe Radeon HD 7870 is much (approximately 76%) more effective at AF than the GeForce GTX 560. (explain)
Pixel RateIf using a high 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: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's 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 texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.