Compare any two graphics cards:
GeForce GTX 580 3GB vs Radeon HD 5770
IntroThe GeForce GTX 580 3GB makes use of a 40 nm design. nVidia has set the core speed at 772 MHz. The GDDR5 memory runs at a frequency of 1002 MHz on this specific card. It features 512 SPUs along with 64 Texture Address Units and 48 Rasterization Operator Units.
Compare that to the Radeon HD 5770, which comes with core speeds of 850 MHz on the GPU, and 1200 MHz on the 1024 MB of GDDR5 memory. 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)
Performance-wise, the GeForce GTX 580 3GB should in theory be a lot better than the Radeon HD 5770 overall. (explain)
Texel RateThe GeForce GTX 580 3GB will be a lot (about 45%) faster with regards to texture filtering than the Radeon HD 5770. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 580 3GB is superior to the Radeon HD 5770, 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.
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 information (in units of megabytes per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 amount of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.