Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 5870
IntroThe Geforce GTX 680 has a GPU core speed of 1006 MHz, and the 2048 MB of GDDR5 memory is set to run at 1502 MHz through a 256-bit bus. It also features 1536 Stream Processors, 128 TAUs, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 5870, which features a clock frequency of 850 MHz and a GDDR5 memory frequency of 1200 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It features 1600(320x5) SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Geforce GTX 680 should theoretically be much superior to the Radeon HD 5870 overall. (explain)
Texel RateThe Geforce GTX 680 will be quite a bit (about 89%) more effective at texture filtering than the Radeon HD 5870. (explain)
Pixel RateThe Geforce GTX 680 is a bit (more or less 18%) more effective at anti-aliasing than the Radeon HD 5870, and capable of handling higher screen resolutions more effectively. (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 information (in units of megabytes per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 per second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.