Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB comes with core speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 112 SPUs along with 56 TAUs and 16 ROPs.
Compare all of that to the Radeon HD 5670, which has core clock speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 400(80x5) SPUs along with 20 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 5670 should in theory be just a bit superior to the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce 8800 GT 512MB is a lot (about 117%) better at texture filtering than the Radeon HD 5670. (explain)
Pixel RateThe GeForce 8800 GT 512MB should be a lot (more or less 55%) better at FSAA than the Radeon HD 5670, and should be able to handle higher screen resolutions while still performing well. (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 largest amount of information (measured in MB per second) that can be transported across the external memory interface in a second. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, 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 texture map elements (texels) that are applied per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video 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 maximum amount of pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated 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 filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.