Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 7870
IntroThe Geforce GTX 680 features a GPU core speed of 1006 MHz, and the 2048 MB of GDDR5 memory is set to run at 1502 MHz through a 256-bit bus. It also features 1536 Stream Processors, 128 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the Radeon HD 7870, which comes with core speeds of 1000 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 memory. It features 1280 SPUs along with 80 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 680 should be much faster than the Radeon HD 7870 overall. (explain)
Texel RateThe Geforce GTX 680 is much (more or less 61%) faster with regards to anisotropic filtering than the Radeon HD 7870. (explain)
Pixel RateThe Geforce GTX 680 will be a little bit (approximately 1%) better at full screen anti-aliasing than the Radeon HD 7870, and will be capable of handling higher resolutions while still performing well. (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 information (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If 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 processed per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.