Compare any two graphics cards:
GeForce 8800 GTX vs Radeon HD 3870 1GB
IntroThe GeForce 8800 GTX has core speeds of 575 MHz on the GPU, and 900 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs along with 64 TAUs and 24 ROPs.Compare those specs to the Radeon HD 3870 1GB, which has clock speeds of 775 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR4 memory. It features 320(64x5) SPUs as well as 16 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the GeForce 8800 GTX should perform a little bit faster than the Radeon HD 3870 1GB overall. (explain)
Texel RateThe GeForce 8800 GTX is a lot (about 197%) more effective at anisotropic filtering than the Radeon HD 3870 1GB. (explain)
Pixel RateThe GeForce 8800 GTX is just a bit (more or less 11%) more effective at FSAA than the Radeon HD 3870 1GB, and able to handle higher screen 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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the largest amount of data (counted in MB per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core 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 in one second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.
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