Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 5770
IntroThe GeForce GTX 660 uses a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 memory runs at a speed of 1502 MHz on this specific model. It features 960 SPUs along with 80 TAUs and 24 Rasterization Operator Units.
Compare all that to the Radeon HD 5770, which features clock speeds of 850 MHz on the GPU, and 1200 MHz on the 1024 MB of GDDR5 memory. It features 800(160x5) SPUs along with 40 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 is 88% quicker than the Radeon HD 5770 overall, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 660 should be quite a bit (approximately 131%) more effective at AF than the Radeon HD 5770. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 660 is a better choice, by a large margin. (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 data (counted in MB per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the card's bus 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 better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per 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 video 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 maximum amount of pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.