Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB makes use of a 65 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this particular model. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare those specifications to the Radeon HD 5670, which has core speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 400(80x5) SPUs as well as 20 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 5670 should be just a bit faster than the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe GeForce 8800 GT 512MB is quite a bit (about 117%) faster with regards to texture filtering than the Radeon HD 5670. (explain)
Pixel RateThe GeForce 8800 GT 512MB should be a lot (about 55%) more effective at anti-aliasing than the Radeon HD 5670, and capable of handling 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 max amount of data (counted in MB per second) that can be transferred across the external memory interface in a second. The number is calculated by multiplying the bus width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the clock speed of the card. 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 rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.