Compare any two graphics cards:
GeForce GTX 580 vs Radeon HD 7870
IntroThe GeForce GTX 580 makes use of a 40 nm design. nVidia has set the core speed at 772 MHz. The GDDR5 RAM works at a speed of 1002 MHz on this model. It features 512 SPUs along with 64 TAUs and 48 ROPs.
Compare all that to the Radeon HD 7870, which uses a 28 nm design. AMD has set the core frequency at 1000 MHz. The GDDR5 RAM runs at a speed of 1200 MHz on this particular model. It features 1280 SPUs as well as 80 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 should theoretically perform much faster than the Radeon HD 7870 overall. (explain)
Texel RateThe Radeon HD 7870 should be much (approximately 62%) better at texture filtering than the GeForce GTX 580. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 580 is superior to the Radeon HD 7870, not by a very large margin though. (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 information (measured in megabytes per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 number of pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.