Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB features a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and uses a 65 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare all that to the Radeon HD 4670 1GB, which makes use of a 55 nm design. AMD has clocked the core speed at 750 MHz. The GDDR4/GDDR3/DDR3/DDR2 RAM is set to run at a frequency of 1100 MHz on this particular 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)
In theory, the GeForce 8800 GT 512MB should be 64% faster than the Radeon HD 4670 1GB in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce 8800 GT 512MB should be quite a bit (more or less 40%) faster with regards to anisotropic filtering than the Radeon HD 4670 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 8800 GT 512MB is the winner, 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 largest amount of data (counted in megabytes per second) that can be transported over the external memory interface within a second. The number is worked out by multiplying the interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, 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 maximum number of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the clock 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 fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.