Compare any two graphics cards:
GeForce 8600 GTS vs Radeon HD 5570
IntroThe GeForce 8600 GTS uses a 80 nm design. nVidia has set the core speed at 675 MHz. The GDDR3 memory runs at a speed of 1000 MHz on this specific model. It features 32 SPUs as well as 16 Texture Address Units and 8 Rasterization Operator Units.
Compare all that to the Radeon HD 5570, which comes with GPU core speed of 650 MHz, and 512 MB of DDR3 RAM running at 900 MHz through a 128-bit bus. It also is comprised of 400(80x5) SPUs, 20 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 8600 GTS should in theory be a bit superior to the Radeon HD 5570 in general. (explain)
Texel RateThe Radeon HD 5570 should be a little bit (approximately 20%) better at anisotropic filtering than the GeForce 8600 GTS. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 8600 GTS is the winner, but only just. (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 largest amount of data (in units of megabytes per second) that can be transported past 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 RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the 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 amount of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called 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, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.