Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 7870
IntroThe Geforce GTX 680 makes use of a 28 nm design. nVidia has set the core speed at 1006 MHz. The GDDR5 memory runs at a speed of 1502 MHz on this specific model. It features 1536 SPUs along with 128 TAUs and 32 ROPs.
Compare all that to the Radeon HD 7870, which makes use of a 28 nm design. ATi has set the core frequency at 1000 MHz. The GDDR5 memory runs at a speed of 1200 MHz on this particular card. It features 1280 SPUs along with 80 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Geforce GTX 680 should theoretically be much superior to the Radeon HD 7870 overall. (explain)
Texel RateThe Geforce GTX 680 will be a lot (about 61%) better at anisotropic filtering than the Radeon HD 7870. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Geforce GTX 680 is superior to the Radeon HD 7870, but only just. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of megabytes per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at 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 that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.