Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB comes with clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. 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 features 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 features 400(80x5) Stream Processors, 20 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5670 should in theory perform a little bit faster than the GeForce 8800 GT 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 1GB should be much (about 117%) more effective at texture filtering than the Radeon HD 5670. (explain)
Pixel RateThe GeForce 8800 GT 1GB is much (more or less 55%) better at full screen anti-aliasing than the Radeon HD 5670, and also should be capable of handling higher resolutions without slowing down too much. (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 (measured in megabytes per second) that can be moved across the external memory interface in a second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 amount of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.