Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 3850 512MB
IntroThe GeForce 8800 GT 1GB has clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare all that to the Radeon HD 3850 512MB, which features clock speeds of 668 MHz on the GPU, and 828 MHz on the 512 MB of GDDR3 memory. It features 320(64x5) SPUs as well as 16 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8800 GT 1GB is 9% faster than the Radeon HD 3850 512MB overall, due to its higher data rate. (explain)
Texel RateThe GeForce 8800 GT 1GB will be a lot (more or less 214%) more effective at AF than the Radeon HD 3850 512MB. (explain)
Pixel RateThe Radeon HD 3850 512MB should be just a bit (approximately 11%) more effective at AA than the GeForce 8800 GT 1GB, and capable of handling higher screen 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: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.