Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB features core clock speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare those specs to the Radeon HD 4670 1GB, which has 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 along with 32 TAUs and 8 Rasterization Operator Units.
Tom Clancy's H.A.W.X
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 8800 GT 512MB should theoretically be a lot superior to the Radeon HD 4670 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB should be much (more or less 40%) faster with regards to anisotropic filtering than the Radeon HD 4670 1GB. (explain)
Pixel RateThe GeForce 8800 GT 512MB is much (about 60%) faster with regards to AA than the Radeon HD 4670 1GB, and will be able to handle higher resolutions without slowing down too much. (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 data (in units of MB per second) that can be transferred across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in a 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 outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.