Compare any two graphics cards:
Geforce GTX 780 vs Radeon HD 5870
IntroThe Geforce GTX 780 uses a 28 nm design. nVidia has clocked the core speed at 863 MHz. The GDDR5 RAM works at a frequency of 1502 MHz on this particular card. It features 2304 SPUs along with 192 Texture Address Units and 48 ROPs.
Compare those specs to the Radeon HD 5870, which makes use of a 40 nm design. AMD has clocked the core speed at 850 MHz. The GDDR5 RAM works at a frequency of 1200 MHz on this card. It features 1600(320x5) SPUs as well as 80 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 780 should theoretically be a lot faster than the Radeon HD 5870 overall. (explain)
Texel RateThe Geforce GTX 780 will be much (about 144%) more effective at anisotropic filtering than the Radeon HD 5870. (explain)
Pixel RateIf using high levels of AA is important to you, then the Geforce GTX 780 is the winner, 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: Bandwidth is the max amount of data (measured in megabytes per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. 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 processed per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core 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 output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.