Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB features a GPU core clock speed of 600 MHz, and the 1024 MB of GDDR3 RAM is set to run at 900 MHz through a 256-bit bus. It also is comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare those specifications to the Radeon HD 5670, which comes with GPU core speed of 775 MHz, and 1024 MB of GDDR5 memory set to run at 1000 MHz through a 128-bit bus. It also is made up of 400(80x5) SPUs, 20 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 5670 should in theory be a bit superior to the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 1GB is much (more or less 117%) better at anisotropic filtering than the Radeon HD 5670. (explain)
Pixel RateIf using lots of anti-aliasing 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.
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 max amount of information (measured in megabytes per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 applied in one second. This figure is calculated by multiplying the total number of texture units 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.