Compare any two graphics cards:
GeForce GTX 580 vs Radeon HD 6770
IntroThe GeForce GTX 580 comes with a clock speed of 772 MHz and a GDDR5 memory frequency of 1002 MHz. It also features a 384-bit memory bus, and uses a 40 nm design. It features 512 SPUs, 64 Texture Address Units, and 48 ROPs.
Compare those specifications to the Radeon HD 6770, which features a clock speed of 900 MHz and a GDDR5 memory frequency of 1050 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 800 SPUs, 40 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 580 is 186% quicker than the Radeon HD 6770 in general, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 580 is much (about 37%) more effective at anisotropic filtering than the Radeon HD 6770. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 580 is the winner, and very much so. (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 maximum amount of information (in units of MB per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the card's 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 output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.