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 RAM works at a frequency of 900 MHz on this particular model. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the Radeon HD 4670 1GB, which comes with a GPU core clock speed of 750 MHz, and 1024 MB of GDDR4/GDDR3/DDR3/DDR2 RAM set to run at 1100 MHz through a 128-bit bus. It also is comprised of 320(64x5) Stream Processors, 32 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 8800 GT 512MB should perform quite a bit faster than the Radeon HD 4670 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 512MB will be a lot (more or less 40%) more effective at texture filtering than the Radeon HD 4670 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce 8800 GT 512MB is superior to the Radeon HD 4670 1GB, 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: Bandwidth is the max amount of information (counted in MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the bus width by its memory clock speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.