Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB comes with a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and makes use of a 65 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specifications to the Radeon HD 5670, which has 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 Texture Address Units and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 5670 should in theory be just a bit better than the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce 8800 GT 512MB should be quite a bit (approximately 117%) better at anisotropic filtering than the Radeon HD 5670. (explain)
Pixel RateThe GeForce 8800 GT 512MB is quite a bit (more or less 55%) better at anti-aliasing than the Radeon HD 5670, and also should be capable of handling higher resolutions without losing too much performance. (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 data (measured in megabytes per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high 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 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.