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 makes use of a 256-bit memory bus, and makes use of a 28 nm design. It features 1536 SPUs, 128 Texture Address Units, and 32 ROPs.
Compare all that to the Radeon HD 5870, which features a core clock speed of 850 MHz and a GDDR5 memory speed of 1200 MHz. It also uses a 256-bit bus, and uses a 40 nm design. It features 1600(320x5) SPUs, 80 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Geforce GTX 680 is 25% faster than the Radeon HD 5870 overall, because of its higher data rate. (explain)
Texel RateThe Geforce GTX 680 should be quite a bit (about 89%) better at texture filtering than the Radeon HD 5870. (explain)
Pixel RateThe Geforce GTX 680 will be just a bit (approximately 18%) more effective at AA than the Radeon HD 5870, and also able to handle higher resolutions without slowing down too much. (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 transported over the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total number of texture units 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 most pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.