Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 5870
IntroThe GeForce GTX 550 Ti has a core clock frequency of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also uses a 192-bit memory bus, and uses a 40 nm design. It is made up of 192 SPUs, 32 Texture Address Units, and 24 ROPs.
Compare those specs to the Radeon HD 5870, which features a core clock speed of 850 MHz and a GDDR5 memory frequency of 1200 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It is made up of 1600(320x5) SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5870, in theory, should be quite a bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe Radeon HD 5870 will be much (approximately 136%) faster with regards to anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 5870 is superior to the GeForce GTX 550 Ti, by far. (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: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the bus width by its memory speed. If the card has DDR memory, it should be multiplied by 2 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of 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 ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.