Compare any two graphics cards:
GeForce 8600 GTS vs Radeon HD 5570
IntroThe GeForce 8600 GTS has clock speeds of 675 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR3 memory. It features 32 SPUs as well as 16 TAUs and 8 ROPs.
Compare that to the Radeon HD 5570, which features a GPU core clock speed of 650 MHz, and 512 MB of DDR3 RAM running at 900 MHz through a 128-bit bus. It also is made up of 400(80x5) Stream Processors, 20 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8600 GTS should be a little bit faster than the Radeon HD 5570 overall. (explain)
Texel RateThe Radeon HD 5570 is a small bit (more or less 20%) faster with regards to texture filtering than the GeForce 8600 GTS. (explain)
Pixel RateThe GeForce 8600 GTS will be a small bit (about 4%) more effective at anti-aliasing than the Radeon HD 5570, and should be capable of handling higher screen resolutions better. (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 moved over the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total amount of texture units of the card by the core 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 applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to its local memory in one 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 clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.