Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB features a GPU core speed of 600 MHz, and the 512 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the Radeon HD 5670, which features core clock speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 400(80x5) SPUs along with 20 TAUs and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 5670 should be 11% quicker than the GeForce 8800 GT 512MB overall, due to its higher data rate. (explain)
Texel RateThe GeForce 8800 GT 512MB is a lot (approximately 117%) faster with regards to texture filtering than the Radeon HD 5670. (explain)
Pixel RateThe GeForce 8800 GT 512MB should be a lot (more or less 55%) better at full screen anti-aliasing than the Radeon HD 5670, and capable of handling higher screen resolutions without slowing down too much. (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 information (measured in megabytes per second) that can be transferred past the external memory interface in one second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. 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 number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the 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 maximum number of pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's 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 fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.