Compare any two graphics cards:
Radeon HD 5830 vs Radeon HD 6850
IntroThe Radeon HD 5830 has a clock frequency of 800 MHz and a GDDR5 memory frequency of 1000 MHz. It also uses a 256-bit memory bus, and makes use of a 40 nm design. It is comprised of 1120(224x5) SPUs, 56 Texture Address Units, and 16 ROPs.
Compare all of that to the Radeon HD 6850, which features a core clock frequency of 775 MHz and a GDDR5 memory frequency of 1000 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It is comprised of 960 SPUs, 48 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have exactly the same bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateThe Radeon HD 5830 will be a bit (approximately 20%) better at AF than the Radeon HD 6850. (explain)
Pixel RateThe Radeon HD 6850 is much (more or less 94%) better at FSAA than the Radeon HD 5830, and should be able to handle higher resolutions without slowing down too much. (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.
Memory Bandwidth: Memory bandwidth is the max amount of information (in units of megabytes per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is calculated by multiplying the total amount of texture units 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 applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.