Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 5670
IntroThe GeForce 8800 GT 1GB has a GPU 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 made up of 112 Stream Processors, 56 TAUs, and 16 ROPs.
Compare all that to the Radeon HD 5670, which uses a 40 nm design. AMD has clocked the core speed at 775 MHz. The GDDR5 RAM runs at a frequency of 1000 MHz on this particular card. It features 400(80x5) SPUs as well as 20 TAUs and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 5670 will be 11% quicker than the GeForce 8800 GT 1GB in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 1GB should be much (more or less 117%) better at 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 superior to the Radeon HD 5670, 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on 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 max fill rate.