Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB comes with a GPU clock speed of 600 MHz, and the 1024 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also is made up of 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Compare all that to the Radeon HD 5670, which uses a 40 nm design. AMD has set the core speed at 775 MHz. The GDDR5 memory is set to run at a frequency of 1000 MHz on this specific model. It features 400(80x5) SPUs along with 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 perform just a bit faster than the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 1GB will be a lot (more or less 117%) faster with regards to texture filtering than the Radeon HD 5670. (explain)
Pixel RateIf using a high screen resolution 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 largest amount of information (in units of MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the bus width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.