Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 7950
IntroThe Geforce GTX 680 has a GPU core speed of 1006 MHz, and the 2048 MB of GDDR5 memory runs at 1502 MHz through a 256-bit bus. It also features 1536 Stream Processors, 128 TAUs, and 32 Raster Operation Units.
Compare those specifications to the Radeon HD 7950, which uses a 28 nm design. AMD has set the core speed at 800 MHz. The GDDR5 RAM runs at a speed of 1250 MHz on this card. It features 1792 SPUs along with 112 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7950 should theoretically be much faster than the Geforce GTX 680 in general. (explain)
Texel RateThe Geforce GTX 680 will be much (approximately 44%) more effective at texture filtering than the Radeon HD 7950. (explain)
Pixel RateIf using high levels of AA is important to you, then the Geforce GTX 680 is a better choice, and very much so. (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 maximum amount of data (measured in MB per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.