Compare any two graphics cards:
GeForce GTX 460 vs Radeon HD 5770
IntroThe GeForce GTX 460 features clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 memory. It features 336 SPUs along with 56 Texture Address Units and 24 Rasterization Operator Units.
Compare those specs to the Radeon HD 5770, which uses a 40 nm design. AMD has clocked the core frequency at 850 MHz. The GDDR5 RAM is set to run at a frequency of 1200 MHz on this particular model. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 460 should perform a small bit faster than the Radeon HD 5770 in general. (explain)
Texel RateThe GeForce GTX 460 should be just a bit (about 11%) more effective at anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 460 is superior to the Radeon HD 5770, though only just barely. (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 transferred across the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better 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 figure is worked out by multiplying the total number of 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 a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.