Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 5870
IntroThe GeForce GTX 560 Ti uses a 40 nm design. nVidia has set the core speed at 822 MHz. The GDDR5 RAM works at a speed of 1002 MHz on this specific model. It features 384 SPUs along with 64 TAUs and 32 Rasterization Operator Units.
Compare those specs to the Radeon HD 5870, which has a GPU core clock speed of 850 MHz, and 1024 MB of GDDR5 RAM set to run at 1200 MHz through a 256-bit bus. It also is comprised of 1600(320x5) SPUs, 80 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 5870 should perform a small bit faster than the GeForce GTX 560 Ti overall. (explain)
Texel RateThe Radeon HD 5870 should be quite a bit (more or less 29%) faster with regards to texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateThe Radeon HD 5870 will be just a bit (approximately 3%) faster with regards to FSAA than the GeForce GTX 560 Ti, and able to handle higher resolutions better. (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: Bandwidth is the max amount of data (counted in megabytes per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated 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 outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.