Compare any two graphics cards:
GeForce GT 450 (OEM) vs Radeon HD 7870
IntroThe GeForce GT 450 (OEM) has clock speeds of 790 MHz on the GPU, and 1000 MHz on the 1536 MB of GDDR5 memory. It features 144 SPUs as well as 24 Texture Address Units and 24 Rasterization Operator Units.
Compare that to the Radeon HD 7870, which features a clock frequency of 1000 MHz and a GDDR5 memory frequency 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 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 7870 should theoretically be a lot better than the GeForce GT 450 (OEM) overall. (explain)
Texel RateThe Radeon HD 7870 is much (about 322%) more effective at texture filtering than the GeForce GT 450 (OEM). (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7870 is superior to the GeForce GT 450 (OEM), 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 largest amount of information (counted in MB per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 number of texture map elements (texels) that are applied in one second. This is worked out 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 in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.