Compare any two graphics cards:
GeForce 8800 GTS (G80) 320MB vs Radeon HD 5830
IntroThe GeForce 8800 GTS (G80) 320MB has a GPU core speed of 513 MHz, and the 320 MB of GDDR3 memory is set to run at 792 MHz through a 320-bit bus. It also features 96 Stream Processors, 48 Texture Address Units, and 20 Raster Operation Units.
Compare all that to the Radeon HD 5830, which comes with core clock speeds of 800 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 1120(224x5) SPUs along with 56 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5830 should be 102% faster than the GeForce 8800 GTS (G80) 320MB overall, due to its greater data rate. (explain)
Texel RateThe Radeon HD 5830 should be much (more or less 82%) better at AF than the GeForce 8800 GTS (G80) 320MB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 5830 is a better choice, 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 data (counted in MB per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling 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 the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.