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 clocked the core speed at 600 MHz. The GDDR3 memory works at a speed of 900 MHz on this specific model. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare that to the Radeon HD 4670 1GB, which comes with a GPU core clock speed of 750 MHz, and 1024 MB of GDDR4/GDDR3/DDR3/DDR2 memory running at 1100 MHz through a 128-bit bus. It also is comprised of 320(64x5) SPUs, 32 Texture Address Units, and 8 ROPs.
Tom Clancy's H.A.W.X
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 GT 512MB should be 64% quicker than the Radeon HD 4670 1GB in general, due to its greater bandwidth. (explain)
Texel RateThe GeForce 8800 GT 512MB is a lot (about 40%) faster with regards to anisotropic filtering 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 a better choice, 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: Memory bandwidth is the max amount of data (measured in MB per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units 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 rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.