Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB makes use of a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 RAM is set to run at a speed of 900 MHz on this particular model. It features 112 SPUs along with 56 TAUs and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 4670 1GB, which has 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 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)
As far as performance goes, the GeForce 8800 GT 512MB should in theory be quite a bit superior to the Radeon HD 4670 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 512MB will be much (about 40%) more effective at AF than the Radeon HD 4670 1GB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce 8800 GT 512MB is the winner, and very much so. (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: Bandwidth is the max amount of data (measured in MB per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher 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 most pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.