Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 5770
IntroThe GeForce GTX 660 comes with a GPU clock speed of 980 MHz, and the 2048 MB of GDDR5 RAM is set to run at 1502 MHz through a 192-bit bus. It also is comprised of 960 SPUs, 80 TAUs, and 24 ROPs.
Compare all that to the Radeon HD 5770, which features GPU core speed of 850 MHz, and 1024 MB of GDDR5 RAM set to run at 1200 MHz through a 128-bit bus. It also is comprised of 800(160x5) Stream Processors, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 should in theory be quite a bit superior to the Radeon HD 5770 in general. (explain)
Texel RateThe GeForce GTX 660 is quite a bit (more or less 131%) better at anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateThe GeForce GTX 660 should be a lot (about 73%) faster with regards to FSAA than the Radeon HD 5770, 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 information (counted in megabytes per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better 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 can be applied per second. This is worked out by multiplying the total texture units by the core 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 applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the card's clock speed. 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 fill 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 max fill rate.