Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 4670 1GB
IntroThe GeForce 8800 GT 512MB comes with a clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare that to the Radeon HD 4670 1GB, which has GPU clock speed of 750 MHz, and 1024 MB of GDDR4/GDDR3/DDR3/DDR2 memory set to run at 1100 MHz through a 128-bit bus. It also is made up of 320(64x5) SPUs, 32 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce 8800 GT 512MB should theoretically be a lot better than the Radeon HD 4670 1GB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB will be quite a bit (approximately 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 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 (counted in megabytes per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the 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 can be processed per second. This number 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 graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.