Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7770
IntroThe GeForce GTX 660 comes with a core clock frequency of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 Texture Address Units, and 24 Raster Operation Units.
Compare all that to the Radeon HD 7770, which features a clock speed of 1000 MHz and a GDDR5 memory frequency of 1125 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 640 SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 should perform quite a bit faster than the Radeon HD 7770 overall. (explain)
Texel RateThe GeForce GTX 660 is quite a bit (approximately 96%) faster with regards to texture filtering than the Radeon HD 7770. (explain)
Pixel RateThe GeForce GTX 660 is a lot (more or less 47%) better at FSAA than the Radeon HD 7770, and 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 maximum amount of data (counted in MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core 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 output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.