Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB has a clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and uses a 65 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare that to the Radeon HD 5670, which has GPU clock speed of 775 MHz, and 1024 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also is made up of 400(80x5) Stream Processors, 20 TAUs, and 8 ROPs.
Battlefield Bad Company 2
Mass Effect 2
Supreme Commander 2
Radeon HD 5670 wins
(Based entirely on the benchmarks listed above)
When combining all game benchmark scores on this page together, the Radeon HD 5670 wins overall, by 7 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5670 should perform a bit faster than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB should be much (approximately 117%) more effective at anisotropic filtering than the Radeon HD 5670. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 8800 GT 512MB 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 max amount of data (counted in megabytes per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.