Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB features a GPU clock speed of 600 MHz, and the 512 MB of GDDR3 RAM runs at 900 MHz through a 256-bit bus. It also is comprised of 112 Stream Processors, 56 TAUs, and 16 ROPs.
Compare all that to the Radeon HD 4670 1GB, which uses a 55 nm design. AMD has set the core frequency at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 RAM is set to run at a frequency of 1100 MHz on this particular card. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GT 512MB should theoretically perform much faster than the Radeon HD 4670 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 512MB is a lot (about 40%) faster with regards to texture filtering than the Radeon HD 4670 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8800 GT 512MB is a better choice, by a large margin. (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 max amount of data (measured in megabytes per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This number 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.