Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 5770
IntroThe GeForce GTX 660 comes with a clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also features a 192-bit memory bus, and makes use of a 28 nm design. It is comprised of 960 SPUs, 80 Texture Address Units, and 24 ROPs.
Compare all of that to the Radeon HD 5770, which features GPU clock speed of 850 MHz, and 1024 MB of GDDR5 memory running at 1200 MHz through a 128-bit bus. It also is comprised of 800(160x5) Stream Processors, 40 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 660 should in theory be much superior to the Radeon HD 5770 in general. (explain)
Texel RateThe GeForce GTX 660 is much (more or less 131%) better at texture filtering than the Radeon HD 5770. (explain)
Pixel RateThe GeForce GTX 660 is much (about 73%) faster with regards to AA than the Radeon HD 5770, and will be capable of handling higher screen resolutions while still performing well. (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 information (counted in MB per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. 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 are applied in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends 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.