Compare any two graphics cards:
Geforce GTX 680 vs Radeon HD 5870
IntroThe Geforce GTX 680 uses a 28 nm design. nVidia has set the core frequency at 1006 MHz. The GDDR5 RAM works at a speed of 1502 MHz on this specific card. It features 1536 SPUs along with 128 Texture Address Units and 32 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5870, which has core clock speeds of 850 MHz on the GPU, and 1200 MHz on the 1024 MB of GDDR5 memory. It features 1600(320x5) SPUs as well as 80 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Geforce GTX 680 will be 25% quicker than the Radeon HD 5870 overall, because of its higher bandwidth. (explain)
Texel RateThe Geforce GTX 680 should be quite a bit (approximately 89%) faster with regards to anisotropic filtering than the Radeon HD 5870. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Geforce GTX 680 is the winner, 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: Memory bandwidth is the max amount of data (counted in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's 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 texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core 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 many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.