Compare any two graphics cards:
GeForce 8600 GTS vs Radeon HD 5570
IntroThe GeForce 8600 GTS has core 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 Rasterization Operator Units.
Compare all of that to the Radeon HD 5570, which comes with GPU core speed of 650 MHz, and 512 MB of DDR3 memory running at 900 MHz through a 128-bit bus. It also is comprised of 400(80x5) SPUs, 20 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8600 GTS should in theory be a bit faster than the Radeon HD 5570 in general. (explain)
Texel RateThe Radeon HD 5570 will be a small bit (more or less 20%) more effective at anisotropic filtering than the GeForce 8600 GTS. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8600 GTS is a better choice, but it probably won't make a huge difference. (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 largest amount of information (in units of megabytes per second) that can be moved past the external memory interface in one second. The number is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the card's 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 also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.