Compare any two graphics cards:
GeForce 8800 GTS (G80) 320MB vs Radeon HD 6970
IntroThe GeForce 8800 GTS (G80) 320MB has a GPU clock speed of 513 MHz, and the 320 MB of GDDR3 memory runs at 792 MHz through a 320-bit bus. It also is comprised of 96 SPUs, 48 Texture Address Units, and 20 ROPs.
Compare those specifications to the Radeon HD 6970, which features GPU clock speed of 880 MHz, and 2048 MB of GDDR5 memory set to run at 1375 MHz through a 256-bit bus. It also features 1536 SPUs, 96 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 6970 should theoretically be much superior to the GeForce 8800 GTS (G80) 320MB overall. (explain)
Texel RateThe Radeon HD 6970 should be much (about 243%) better at AF than the GeForce 8800 GTS (G80) 320MB. (explain)
Pixel RateThe Radeon HD 6970 will be quite a bit (more or less 174%) more effective at AA than the GeForce 8800 GTS (G80) 320MB, and should be able to handle higher resolutions while still performing well. (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 data (measured in megabytes per second) that can be transferred across the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines 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 fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.