Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB has a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and uses a 65 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all of that to the Radeon HD 5670, which makes use of a 40 nm design. AMD has clocked the core speed at 775 MHz. The GDDR5 RAM works at a frequency of 1000 MHz on this particular model. It features 400(80x5) SPUs along with 20 Texture Address Units and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5670 is 11% faster than the GeForce 8800 GT 1GB overall, because of its greater data rate. (explain)
Texel RateThe GeForce 8800 GT 1GB will be much (more or less 117%) better at texture 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 maximum amount of information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total texture units by the core clock 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 a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record 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 clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.