Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 5870
IntroThe Geforce GTX 680 comes with core clock speeds of 1006 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs along with 128 TAUs and 32 ROPs.
Compare those specifications to the Radeon HD 5870, which features GPU core speed of 850 MHz, and 1024 MB of GDDR5 memory running at 1200 MHz through a 256-bit bus. It also is made up of 1600(320x5) Stream Processors, 80 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Geforce GTX 680 should in theory be a lot superior to the Radeon HD 5870 in general. (explain)
Texel RateThe Geforce GTX 680 is quite a bit (about 89%) faster with regards to anisotropic filtering than the Radeon HD 5870. (explain)
Pixel RateIf running with a high resolution is important to you, then the Geforce GTX 680 is superior to the Radeon HD 5870, 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 (counted in megabytes per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is worked out 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also 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 potential to reach the maximum fill rate.