Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB features core speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 4670 1GB, which features core clock speeds of 750 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR4/GDDR3/DDR3/DDR2 RAM. It features 320(64x5) SPUs along with 32 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 8800 GT 512MB should be a lot faster than the Radeon HD 4670 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB will be much (approximately 40%) more effective at AF than the Radeon HD 4670 1GB. (explain)
Pixel RateThe GeForce 8800 GT 512MB is a lot (approximately 60%) more effective at AA than the Radeon HD 4670 1GB, and capable of handling higher resolutions better. (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 (measured in MB per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total amount of texture units by the core clock 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 maximum number of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.