Compare any two graphics cards:
GeForce 8800 GS vs Radeon HD 4670 512MB
IntroThe GeForce 8800 GS comes with clock speeds of 550 MHz on the GPU, and 800 MHz on the 384 MB of GDDR3 memory. It features 96 SPUs as well as 48 TAUs and 12 Rasterization Operator Units.
Compare those specs to the Radeon HD 4670 512MB, which has core clock speeds of 750 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR4/GDDR3/DDR3/DDR2 RAM. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 8800 GS should in theory be a bit superior to the Radeon HD 4670 512MB in general. (explain)
Texel RateThe GeForce 8800 GS is a bit (more or less 10%) faster with regards to anisotropic filtering than the Radeon HD 4670 512MB. (explain)
Pixel RateThe GeForce 8800 GS should be a bit (more or less 10%) more effective at AA than the Radeon HD 4670 512MB, and also should be able to handle higher resolutions without losing too much performance. (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 maximum amount of data (measured in MB per second) that can be transported across the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 can be processed in one second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.