Compare any two graphics cards:
GeForce 8800 GTX vs Radeon R9 M380
IntroThe GeForce 8800 GTX comes with clock speeds of 575 MHz on the GPU, and 900 MHz on the 768 MB of GDDR3 RAM. It features 128 SPUs along with 64 TAUs and 24 Rasterization Operator Units.
Compare those specs to the Radeon R9 M380, which comes with a core clock frequency of 1000 MHz and a GDDR5 memory frequency of 1500 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It is comprised of 640 SPUs, 40 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
In theory, the Radeon R9 M380 should perform just a bit faster than the GeForce 8800 GTX in general. (explain)
Texel RateThe Radeon R9 M380 is just a bit (more or less 9%) better at texture filtering than the GeForce 8800 GTX. (explain)
Pixel RateThe Radeon R9 M380 is just a bit (about 16%) more effective at full screen anti-aliasing than the GeForce 8800 GTX, and will be capable of handling higher resolutions without slowing down too much. (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 max amount of data (measured in MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total amount of texture units of the card 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 processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.