Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 5870
IntroThe Geforce GTX 680 features a core clock frequency of 1006 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 256-bit memory bus, and uses a 28 nm design. It is made up of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 5870, which has a core clock speed of 850 MHz and a GDDR5 memory speed of 1200 MHz. It also uses a 256-bit memory bus, and makes use of a 40 nm design. It features 1600(320x5) SPUs, 80 Texture Address Units, 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 theoretically be much better than the Radeon HD 5870 overall. (explain)
Texel RateThe Geforce GTX 680 should be quite a bit (about 89%) faster with regards to anisotropic filtering than the Radeon HD 5870. (explain)
Pixel RateThe Geforce GTX 680 will be a little bit (about 18%) faster with regards to full screen anti-aliasing than the Radeon HD 5870, and capable of handling higher resolutions without losing too much performance. (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 max amount of information (measured in megabytes per second) that can be transferred past the external memory interface in one second. It is worked out by multiplying the bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units of the card by the core clock 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 a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.