Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4870 512MB
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 Texture Address Units and 24 ROPs.
Compare all of that to the Radeon HD 4870 512MB, which comes with a clock frequency of 750 MHz and a GDDR5 memory frequency of 900 MHz. It also uses a 256-bit bus, and makes use of a 55 nm design. It features 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4870 512MB should theoretically be just a bit faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe Radeon HD 4870 512MB will be a small bit (more or less 4%) more effective at AF than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti should be much (about 80%) faster with regards to full screen anti-aliasing than the Radeon HD 4870 512MB, and also capable of handling higher resolutions while still performing well. (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 information (measured in megabytes per second) that can be transported across the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.