Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7770
IntroThe GeForce GTX 650 uses a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 memory is set to run at a speed of 1250 MHz on this particular card. It features 384 SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 7770, which features core speeds of 1000 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 memory. It features 640 SPUs along with 40 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should in theory be just a bit faster than the Radeon HD 7770 in general. (explain)
Texel RateThe Radeon HD 7770 should be a little bit (about 18%) faster with regards to texture filtering than the GeForce GTX 650. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 650 is superior to the Radeon HD 7770, not by a very large margin though. (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: Bandwidth is the largest amount of information (measured in MB per second) that can be moved past the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.