Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB uses a 65 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 memory works at a speed of 900 MHz on this specific card. It features 112 SPUs along with 56 TAUs and 16 Rasterization Operator Units.
Compare those specs to the Radeon HD 4670 1GB, which makes use of a 55 nm design. AMD has clocked the core frequency at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 RAM is set to run at a speed of 1100 MHz on this particular card. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.
Tom Clancy's H.A.W.X
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 8800 GT 512MB should in theory perform a lot faster than the Radeon HD 4670 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB should be quite a bit (about 40%) faster with regards to anisotropic filtering than the Radeon HD 4670 1GB. (explain)
Pixel RateThe GeForce 8800 GT 512MB should be a lot (about 60%) more effective at full screen anti-aliasing than the Radeon HD 4670 1GB, and also should be able to handle higher resolutions without slowing down too much. (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 information (measured in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.