Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon RX 470 4GB
IntroThe GeForce 8800 GT 512MB uses a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this model. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the Radeon RX 470 4GB, which comes with GPU clock speed of 926 MHz, and 4096 MB of GDDR5 memory running at 1650 MHz through a 256-bit bus. It also is made up of 2048 SPUs, 128 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon RX 470 4GB, in theory, should be much faster than the GeForce 8800 GT 512MB in general. (explain)
Texel RateThe Radeon RX 470 4GB will be a lot (approximately 253%) better at anisotropic filtering than the GeForce 8800 GT 512MB. (explain)
Pixel RateThe Radeon RX 470 4GB should be quite a bit (more or less 209%) faster with regards to FSAA than the GeForce 8800 GT 512MB, and also should be capable of handling higher resolutions while still performing well. (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 max amount of information (counted in MB per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, 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 per second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.