Compare any two graphics cards:
GeForce 8800 GT 512MB vs Radeon HD 3870 1GB
IntroThe GeForce 8800 GT 512MB has a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory 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 3870 1GB, which comes with core speeds of 775 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR4 RAM. It features 320(64x5) SPUs as well as 16 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 3870 1GB should theoretically be much faster than the GeForce 8800 GT 512MB overall. (explain)
Texel RateThe GeForce 8800 GT 512MB will be much (about 171%) better at anisotropic filtering than the Radeon HD 3870 1GB. (explain)
Pixel RateThe Radeon HD 3870 1GB is quite a bit (about 29%) better at full screen anti-aliasing than the GeForce 8800 GT 512MB, and also will be able to handle 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. 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 (measured in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling 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 can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.
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