Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 5870
IntroThe GeForce GTX 560 Ti features a core clock frequency of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also makes use of a 256-bit memory bus, and uses a 40 nm design. It is comprised of 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the Radeon HD 5870, which has core clock speeds of 850 MHz on the GPU, and 1200 MHz on the 1024 MB of GDDR5 RAM. It features 1600(320x5) SPUs along with 80 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5870 should perform a bit faster than the GeForce GTX 560 Ti in general. (explain)
Texel RateThe Radeon HD 5870 will be much (approximately 29%) better at texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateThe Radeon HD 5870 should be a bit (about 3%) more effective at AA than the GeForce GTX 560 Ti, and also capable of handling 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 are processed in one second. This figure 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 in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record 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 clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.