Compare any two graphics cards:
Nvidia Titan X vs Radeon HD 4870 512MB
IntroThe Nvidia Titan X makes use of a 16 nm design. nVidia has clocked the core frequency at 1417 MHz. The GDDR5X RAM runs at a speed of 1251 MHz on this model. It features 3584 SPUs as well as 224 Texture Address Units and 96 Rasterization Operator Units.
Compare all that to the Radeon HD 4870 512MB, which has GPU clock speed of 750 MHz, and 512 MB of GDDR5 memory set to run at 900 MHz through a 256-bit bus. It also is made up of 800(160x5) SPUs, 40 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Nvidia Titan X should theoretically be a lot superior to the Radeon HD 4870 512MB in general. (explain)
Texel RateThe Nvidia Titan X is much (about 958%) better at texture filtering than the Radeon HD 4870 512MB. (explain)
Pixel RateThe Nvidia Titan X will be quite a bit (approximately 1034%) better at anti-aliasing than the Radeon HD 4870 512MB, and also should be able to handle higher resolutions better. (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 largest amount of data (measured in MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few 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.