Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 7870
IntroThe Geforce GTX 680 uses a 28 nm design. nVidia has clocked the core speed at 1006 MHz. The GDDR5 memory works at a frequency of 1502 MHz on this card. It features 1536 SPUs as well as 128 TAUs and 32 ROPs.
Compare those specs to the Radeon HD 7870, which features a clock speed of 1000 MHz and a GDDR5 memory speed of 1200 MHz. It also makes use of a 256-bit memory bus, and makes use of a 28 nm design. It features 1280 SPUs, 80 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 680 should in theory be a lot faster than the Radeon HD 7870 overall. (explain)
Texel RateThe Geforce GTX 680 is a lot (about 61%) more effective at anisotropic filtering than the Radeon HD 7870. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Geforce GTX 680 is superior to the Radeon HD 7870, though not 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 max amount of information (in units of megabytes per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 once 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the video 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 most pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.