Compare any two graphics cards:
GeForce 8800 Ultra vs Radeon R9 M380
IntroThe GeForce 8800 Ultra features core speeds of 612 MHz on the GPU, and 1080 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs along with 64 TAUs and 24 ROPs.
Compare all that to the Radeon R9 M380, which has a clock speed of 1000 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is made up of 640 SPUs, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Theoretically, the GeForce 8800 Ultra should perform a bit faster than the Radeon R9 M380 overall. (explain)
Texel RateThe Radeon R9 M380 will be a little bit (about 2%) faster with regards to texture filtering than the GeForce 8800 Ultra. (explain)
Pixel RateThe Radeon R9 M380 should be a little bit (approximately 9%) better at full screen anti-aliasing than the GeForce 8800 Ultra, and capable of handling higher resolutions more effectively. (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 largest amount of data (counted in MB per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the graphics 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 that the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.