Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB has core speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 5670, which has a GPU core clock speed of 775 MHz, and 1024 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also features 400(80x5) Stream Processors, 20 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 5670 should in theory be a small bit better than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB should be quite a bit (more or less 117%) more effective at AF than the Radeon HD 5670. (explain)
Pixel RateThe GeForce 8800 GT 512MB should be a lot (more or less 55%) faster with regards to FSAA than the Radeon HD 5670, and will be able to handle higher resolutions better. (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 (in units of megabytes per second) that can be transported past the external memory interface within a second. The number is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs 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 output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.