Compare any two graphics cards:
Geforce GTX 770 vs Radeon HD 7870
IntroThe Geforce GTX 770 features a clock speed of 1046 MHz and a GDDR5 memory frequency of 1753 MHz. It also uses a 256-bit bus, and makes use of a 28 nm design. It features 1536 SPUs, 128 TAUs, and 32 ROPs.
Compare all that to the Radeon HD 7870, which has clock speeds of 1000 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 memory. It features 1280 SPUs as well as 80 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Geforce GTX 770 should be much faster than the Radeon HD 7870 overall. (explain)
Texel RateThe Geforce GTX 770 should be a lot (more or less 67%) better at texture filtering than the Radeon HD 7870. (explain)
Pixel RateThe Geforce GTX 770 is just a bit (more or less 5%) better at anti-aliasing than the Radeon HD 7870, and also will be able to handle higher resolutions while still performing well. (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 megabytes per second) that can be moved over the external memory interface within a second. It is worked out by multiplying the interface width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better 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 maximum amount of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.