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 speed at 600 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this particular model. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare all of that to the Radeon HD 4670 1GB, which features core speeds of 750 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR4/GDDR3/DDR3/DDR2 memory. It features 320(64x5) SPUs as well as 32 TAUs 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 theoretically be quite a bit faster than the Radeon HD 4670 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB will be quite a bit (more or less 40%) more effective at texture filtering than the Radeon HD 4670 1GB. (explain)
Pixel RateThe GeForce 8800 GT 512MB will be quite a bit (approximately 60%) more effective at full screen anti-aliasing than the Radeon HD 4670 1GB, and also should be able to handle higher screen 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of information (in units of megabytes per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better 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 could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock 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 rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.