Compare any two graphics cards:
GeForce 8800 GT 256MB vs Radeon R7 M265
IntroThe GeForce 8800 GT 256MB features a GPU core speed of 600 MHz, and the 256 MB of GDDR3 RAM is set to run at 700 MHz through a 256-bit bus. It also is comprised of 112 Stream Processors, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the Radeon R7 M265, which comes with GPU clock speed of 725 MHz, and 2048 MB of DDR3 RAM set to run at 1000 MHz through a 128-bit bus. It also is made up of 384 SPUs, 24 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
The GeForce 8800 GT 256MB should theoretically be much faster than the Radeon R7 M265 in general. (explain)
Texel RateThe GeForce 8800 GT 256MB is much (approximately 93%) faster with regards to texture filtering than the Radeon R7 M265. (explain)
Pixel RateThe GeForce 8800 GT 256MB is a lot (about 66%) better at full screen anti-aliasing than the Radeon R7 M265, and will be able to handle 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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR type 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 AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.