Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 6770 1GB
IntroThe GeForce 8800 GT 1GB makes use of a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 RAM works at a speed of 900 MHz on this particular model. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare those specifications to the Radeon HD 6770 1GB, which has core speeds of 900 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 memory. It features 800 SPUs along with 40 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6770 1GB should be 17% quicker than the GeForce 8800 GT 1GB in general, due to its higher bandwidth. (explain)
Texel RateThe Radeon HD 6770 1GB should be just a bit (approximately 7%) more effective at AF than the GeForce 8800 GT 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6770 1GB is a better choice, by a large margin. (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 largest amount of information (in units of megabytes per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.