Compare any two graphics cards:
GeForce GTX Titan vs Radeon HD 5870
IntroThe GeForce GTX Titan uses a 28 nm design. nVidia has set the core frequency at 837 MHz. The GDDR5 memory works at a frequency of 1502 MHz on this card. It features 2688 SPUs as well as 224 TAUs and 48 Rasterization Operator Units.
Compare all of that to the Radeon HD 5870, which has a GPU core clock speed of 850 MHz, and 1024 MB of GDDR5 RAM running at 1200 MHz through a 256-bit bus. It also is made up of 1600(320x5) SPUs, 80 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX Titan, in theory, should perform much faster than the Radeon HD 5870 in general. (explain)
Texel RateThe GeForce GTX Titan should be quite a bit (approximately 176%) better at texture filtering than the Radeon HD 5870. (explain)
Pixel RateThe GeForce GTX Titan will be quite a bit (approximately 48%) more effective at FSAA than the Radeon HD 5870, and able to handle higher resolutions more effectively. (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 maximum amount of information (measured in megabytes 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 type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the 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 calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video card will be at 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 card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core 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 rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.