Compare any two graphics cards:
GeForce GTX 1050 3GB vs Radeon HD 7770
IntroThe GeForce GTX 1050 3GB has a core clock speed of 1392 MHz and a GDDR5 memory frequency of 1750 MHz. It also features a 96-bit bus, and uses a 14 nm design. It features 768 SPUs, 48 TAUs, and 24 Raster Operation Units.
Compare those specifications to the Radeon HD 7770, which comes with a clock frequency of 1000 MHz and a GDDR5 memory frequency of 1125 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 640 SPUs, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 1050 3GB should perform just a bit faster than the Radeon HD 7770 in general. (explain)
Texel RateThe GeForce GTX 1050 3GB should be much (approximately 67%) better at anisotropic filtering than the Radeon HD 7770. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 1050 3GB is the winner, and very much so. (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 (in units of megabytes per second) that can be transferred 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 memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.