Compare any two graphics cards:
GeForce 8600 GTS vs Radeon HD 5570
IntroThe GeForce 8600 GTS features a clock frequency of 675 MHz and a GDDR3 memory frequency of 1000 MHz. It also makes use of a 128-bit memory bus, and makes use of a 80 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specifications to the Radeon HD 5570, which features a core clock speed of 650 MHz and a DDR3 memory speed of 900 MHz. It also uses a 128-bit memory bus, and uses a 40 nm design. It features 400(80x5) SPUs, 20 TAUs, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 8600 GTS should perform a bit faster than the Radeon HD 5570 in general. (explain)
Texel RateThe Radeon HD 5570 will be a little bit (approximately 20%) better at AF 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: Bandwidth is the max amount of data (counted in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the bus width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.