Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB comes with a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit memory bus, and uses a 65 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare all 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 features 400(80x5) Stream Processors, 20 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5670, in theory, should be just a bit faster than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB should be quite a bit (about 117%) faster with regards to texture filtering than the Radeon HD 5670. (explain)
Pixel RateIf running with a high screen resolution 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: Bandwidth is the largest amount of data (in units of MB per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory per 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 - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.