Compare any two graphics cards:
GeForce GTS 250 1GB vs Radeon HD 7870
IntroThe GeForce GTS 250 1GB comes with a core clock speed of 738 MHz and a GDDR3 memory speed of 1100 MHz. It also makes use of a 256-bit memory bus, and uses a 65/55 nm design. It is made up of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the Radeon HD 7870, which uses a 28 nm design. AMD has set the core frequency at 1000 MHz. The GDDR5 memory runs at a speed of 1200 MHz on this specific model. It features 1280 SPUs along with 80 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 7870 should theoretically be quite a bit better than the GeForce GTS 250 1GB overall. (explain)
Texel RateThe Radeon HD 7870 is a lot (about 69%) more effective at texture filtering than the GeForce GTS 250 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7870 is a better choice, and very much so. (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 moved over the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.