Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 7870
IntroThe Geforce GTX 680 uses a 28 nm design. nVidia has set the core speed at 1006 MHz. The GDDR5 RAM works at a speed of 1502 MHz on this specific card. It features 1536 SPUs as well as 128 TAUs and 32 Rasterization Operator Units.
Compare those specs to the Radeon HD 7870, which comes with a clock speed of 1000 MHz and a GDDR5 memory speed of 1200 MHz. It also makes use of a 256-bit bus, and makes use of a 28 nm design. It is comprised of 1280 SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 680 should theoretically be quite a bit faster than the Radeon HD 7870 in general. (explain)
Texel RateThe Geforce GTX 680 will be a lot (approximately 61%) better at texture filtering than the Radeon HD 7870. (explain)
Pixel RateThe Geforce GTX 680 will be a little bit (approximately 1%) more effective at anti-aliasing than the Radeon HD 7870, and also capable of handling higher resolutions without slowing down too much. (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: Bandwidth is the largest amount of information (counted in MB per second) that can be transported past the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is calculated by multiplying the total number of texture units by the core 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 processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount 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 is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.