Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 5870
IntroThe Geforce GTX 680 has a core clock speed of 1006 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 256-bit memory bus, and uses a 28 nm design. It is comprised of 1536 SPUs, 128 Texture Address Units, and 32 ROPs.
Compare all that 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 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 680 should be a lot faster 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 is just a bit (about 18%) more effective at FSAA than the Radeon HD 5870, and will be able to handle 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.
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 data (measured in megabytes per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher 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 card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.