Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB comes with core speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare those specs to the Radeon HD 5670, which has a clock frequency 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 is made up of 400(80x5) SPUs, 20 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 5670 should be 11% quicker than the GeForce 8800 GT 1GB overall, due to its higher data rate. (explain)
Texel RateThe GeForce 8800 GT 1GB will be quite a bit (more or less 117%) faster with regards to anisotropic filtering than the Radeon HD 5670. (explain)
Pixel RateIf running with lots of anti-aliasing 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.
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.
Memory Bandwidth: Memory bandwidth is the max amount of information (counted in MB per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.