Compare any two graphics cards:
GeForce GTX 1050 3GB vs Radeon HD 3870 1GB
IntroThe GeForce GTX 1050 3GB features core speeds of 1392 MHz on the GPU, and 1750 MHz on the 3072 MB of GDDR5 RAM. It features 768 SPUs as well as 48 TAUs and 24 ROPs.
Compare all that to the Radeon HD 3870 1GB, which makes use of a 55 nm design. AMD has set the core frequency at 775 MHz. The GDDR4 RAM works at a frequency of 1125 MHz on this particular model. It features 320(64x5) SPUs as well as 16 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 1050 3GB should in theory perform a small bit faster than the Radeon HD 3870 1GB in general. (explain)
Texel RateThe GeForce GTX 1050 3GB is a lot (about 439%) better at AF than the Radeon HD 3870 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 1050 3GB is superior to the Radeon HD 3870 1GB, by far. (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 max amount of information (in units of megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better 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 amount of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the 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 could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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 get to the max fill rate.