Compare any two graphics cards:
GeForce GTX 580 vs Radeon HD 5670
IntroThe GeForce GTX 580 features a core clock speed of 772 MHz and a GDDR5 memory frequency of 1002 MHz. It also uses a 384-bit bus, and uses a 40 nm design. It is made up of 512 SPUs, 64 Texture Address Units, and 48 ROPs.
Compare all of that to the Radeon HD 5670, which comes with a core clock speed of 775 MHz and a GDDR5 memory frequency of 1000 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 400(80x5) SPUs, 20 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 should in theory perform a lot faster than the Radeon HD 5670 in general. (explain)
Texel RateThe GeForce GTX 580 is a lot (more or less 219%) faster with regards to AF than the Radeon HD 5670. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 580 is a better choice, by a large margin. (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 across the external memory interface within a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.