Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 5670
IntroThe GeForce 8800 GT 512MB has a clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and uses a 65 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the Radeon HD 5670, which uses a 40 nm design. AMD has clocked the core speed at 775 MHz. The GDDR5 RAM runs at a frequency of 1000 MHz on this particular card. It features 400(80x5) SPUs as well as 20 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5670 will be 11% quicker than the GeForce 8800 GT 512MB overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 512MB will be much (more or less 117%) more effective at texture filtering than the Radeon HD 5670. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 8800 GT 512MB is the winner, by far. (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 past the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units of the card by the core clock 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.