Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 5770
IntroThe GeForce GTX 660 features core clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 960 SPUs along with 80 Texture Address Units and 24 ROPs.
Compare those specs to the Radeon HD 5770, which has GPU core speed of 850 MHz, and 1024 MB of GDDR5 memory set to run at 1200 MHz through a 128-bit bus. It also is comprised of 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 should be quite a bit faster than the Radeon HD 5770 in general. (explain)
Texel RateThe GeForce GTX 660 will be a lot (about 131%) better at texture filtering than the Radeon HD 5770. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 660 is superior to the Radeon HD 5770, and very much so. (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 largest amount of information (counted in megabytes per second) that can be transferred across the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.