Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB uses a 65 nm design. nVidia has set the core speed at 600 MHz. The GDDR3 RAM runs at a frequency of 900 MHz on this particular card. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.Compare those specs to the Radeon HD 5670, which has a clock speed of 775 MHz and a GDDR5 memory frequency of 1000 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It features 400(80x5) SPUs, 20 Texture Address Units, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the Radeon HD 5670 should be a little bit faster than the GeForce 8800 GT 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 1GB is a lot (more or less 117%) better at anisotropic filtering than the Radeon HD 5670. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8800 GT 1GB is superior to the Radeon HD 5670, by far. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the max amount of information (measured in megabytes per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the 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 number 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 worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.
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