Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 5870
IntroThe GeForce GTX 550 Ti features clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs along with 32 TAUs and 24 ROPs.
Compare all that to the Radeon HD 5870, which uses a 40 nm design. ATi has clocked the core speed at 850 MHz. The GDDR5 RAM works at a speed of 1200 MHz on this model. It features 1600(320x5) SPUs along with 80 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 5870 will be 56% quicker than the GeForce GTX 550 Ti in general, due to its higher data rate. (explain)
Texel RateThe Radeon HD 5870 is a lot (more or less 136%) faster with regards to anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 5870 is superior to the GeForce GTX 550 Ti, 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: Bandwidth is the largest amount of information (measured in MB per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster 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 can be applied in one second. This is worked out by multiplying the total texture units of the card 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.