Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 6770
IntroThe GeForce 8800 GTS (G92) features a core clock speed of 650 MHz and a GDDR3 memory frequency of 970 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 ROPs.Compare those specifications to the Radeon HD 6770, which features core speeds of 900 MHz on the GPU, and 1050 MHz on the 512 MB of GDDR5 RAM. It features 800 SPUs as well as 40 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 6770, in theory, should perform a little bit faster than the GeForce 8800 GTS (G92) in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) will be just a bit (more or less 16%) faster with regards to anisotropic filtering than the Radeon HD 6770. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6770 is the winner, 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. 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 (in units of MB per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at 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 write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.
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