Compare any two graphics cards:
GeForce GTX 260 Core 216 vs Radeon HD 4790
IntroThe GeForce GTX 260 Core 216 comes with core speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 216 SPUs as well as 72 TAUs and 28 Rasterization Operator Units.
Compare all that to the Radeon HD 4790, which comes with a clock speed of 600 MHz and a GDDR5 memory speed of 800 MHz. It also features a 256-bit bus, and uses a 55 nm design. It is comprised of 640(128x5) SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
The GeForce GTX 260 Core 216 should in theory perform a bit faster than the Radeon HD 4790 in general. (explain)
Texel RateThe GeForce GTX 260 Core 216 is a lot (more or less 116%) better at texture filtering than the Radeon HD 4790. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 260 Core 216 is a better choice, 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: Memory bandwidth is the max amount of data (in units of megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are 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 better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.