Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB comes with a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare all of that to the Radeon HD 5670, which comes with GPU clock speed of 775 MHz, and 1024 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also is made up of 400(80x5) SPUs, 20 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 5670 should in theory be just a bit superior to the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 1GB should be much (about 117%) more effective at texture filtering than the Radeon HD 5670. (explain)
Pixel RateThe GeForce 8800 GT 1GB is quite a bit (more or less 55%) more effective at FSAA than the Radeon HD 5670, and capable of handling higher screen 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: Bandwidth is the largest amount of information (measured in MB per second) that can be transferred over the external memory interface in a second. The number is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 are processed in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.