Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 5770
IntroThe GeForce GTX 560 Ti comes with core clock speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs as well as 64 Texture Address Units and 32 ROPs.
Compare that to the Radeon HD 5770, which comes with core clock speeds of 850 MHz on the GPU, and 1200 MHz on the 1024 MB of GDDR5 RAM. It features 800(160x5) SPUs as well as 40 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 560 Ti should be a lot faster than the Radeon HD 5770 in general. (explain)
Texel RateThe GeForce GTX 560 Ti is a lot (more or less 55%) more effective at anisotropic filtering than the Radeon HD 5770. (explain)
Pixel RateThe GeForce GTX 560 Ti should be quite a bit (about 93%) more effective at FSAA 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.
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: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be moved across the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range 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 calculated by multiplying the total amount of texture units by the core 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.