Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB features a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and uses a 65 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare all that to the Radeon HD 4670 1GB, which makes use of a 55 nm design. AMD has set the core frequency at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 memory works at a speed of 1100 MHz on this model. It features 320(64x5) SPUs as well as 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)
The GeForce 8800 GT 512MB should theoretically be a lot faster than the Radeon HD 4670 1GB in general. (explain)
Texel RateThe GeForce 8800 GT 512MB should be much (approximately 40%) faster with regards to AF 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 far. (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 data (in units of MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 by the core speed of the chip. The better the texel rate, the better the 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 most pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). 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 reach the maximum fill rate.