Compare any two graphics cards:
GeForce GTX 460 vs Radeon HD 5770
IntroThe GeForce GTX 460 comes with clock speeds of 675 MHz on the GPU, and 900 MHz on the 768 MB of GDDR5 memory. It features 336 SPUs as well as 56 Texture Address Units and 24 ROPs.
Compare those specifications to the Radeon HD 5770, which uses a 40 nm design. AMD has set the core speed at 850 MHz. The GDDR5 RAM is set to run at a speed of 1200 MHz on this specific model. It features 800(160x5) SPUs along with 40 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 460 will be 13% quicker than the Radeon HD 5770 overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 460 is a little bit (more or less 11%) faster with regards to anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateThe GeForce GTX 460 is a small bit (more or less 19%) more effective at full screen anti-aliasing than the Radeon HD 5770, and also able to handle higher screen resolutions more effectively. (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 (measured in MB per second) that can be moved past the external memory interface within a second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If it uses 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total number of texture units 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. 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 is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.