Compare any two graphics cards:
GeForce GTX 460 1GB vs Radeon HD 5870
IntroThe GeForce GTX 460 1GB comes with a GPU core speed of 675 MHz, and the 1024 MB of GDDR5 memory runs at 900 MHz through a 256-bit bus. It also is comprised of 336 SPUs, 56 TAUs, and 32 Raster Operation Units.
Compare that to the Radeon HD 5870, which makes use of a 40 nm design. AMD has set the core frequency at 850 MHz. The GDDR5 RAM is set to run at a speed of 1200 MHz on this specific card. It features 1600(320x5) SPUs along with 80 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5870 should theoretically perform much faster than the GeForce GTX 460 1GB overall. (explain)
Texel RateThe Radeon HD 5870 will be a lot (more or less 80%) better at texture filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 5870 is the winner, 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 largest amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type 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 faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum 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 speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.