Compare any two graphics cards:
Radeon HD 7770 vs Radeon R7 260X
IntroThe Radeon HD 7770 comes with a clock frequency of 1000 MHz and a GDDR5 memory speed of 1125 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is comprised of 640 SPUs, 40 TAUs, and 16 ROPs.
Compare all of that to the Radeon R7 260X, which comes with GPU core speed of 1100 MHz, and 2048 MB of GDDR5 memory running at 1625 MHz through a 128-bit bus. It also features 896 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon R7 260X should in theory be a lot superior to the Radeon HD 7770 overall. (explain)
Texel RateThe Radeon R7 260X should be a lot (approximately 54%) more effective at AF than the Radeon HD 7770. (explain)
Pixel RateThe Radeon R7 260X will be a bit (approximately 10%) better at FSAA than the Radeon HD 7770, and also capable of handling 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 maximum amount of information (measured in megabytes per second) that can be transferred past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better 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 texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's 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 fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.