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 set the core speed at 600 MHz. The GDDR3 RAM runs at a frequency of 900 MHz on this specific model. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare those specs to the Radeon HD 4670 1GB, which uses a 55 nm design. AMD has clocked the core speed at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 memory is set to run at a frequency of 1100 MHz on this particular card. It features 320(64x5) SPUs along with 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)
In theory, the GeForce 8800 GT 512MB should be much faster than the Radeon HD 4670 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB will be a lot (more or less 40%) more effective at anisotropic filtering 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 a better choice, 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: Memory bandwidth is the max amount of data (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type RAM, it should 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, HDR 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 worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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 of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.