Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB has core clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5670, which has a GPU core clock speed of 775 MHz, and 1024 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also is comprised of 400(80x5) Stream Processors, 20 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5670 should in theory be a little bit faster than the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 1GB is a lot (about 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 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: Bandwidth is the maximum amount of data (in units of megabytes per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core 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 output rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.