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 clocked the core frequency at 1006 MHz. The GDDR5 RAM runs at a frequency of 1502 MHz on this card. It features 1536 SPUs along with 128 Texture Address Units and 32 Rasterization Operator Units.
Compare those specs to the Radeon HD 7870, which has clock speeds of 1000 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 RAM. It features 1280 SPUs as well as 80 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Geforce GTX 680 should in theory be much better than the Radeon HD 7870 in general. (explain)
Texel RateThe Geforce GTX 680 is a lot (about 61%) more effective at AF than the Radeon HD 7870. (explain)
Pixel RateThe Geforce GTX 680 will be just a bit (about 1%) more effective at anti-aliasing than the Radeon HD 7870, and also will be able to handle higher screen resolutions better. (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: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units 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 rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.