Compare any two graphics cards:
GeForce GTX 260 Core 216 vs Radeon HD 6790
IntroThe GeForce GTX 260 Core 216 uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 RAM is set to run at a speed of 999 MHz on this specific model. It features 216 SPUs as well as 72 TAUs and 28 Rasterization Operator Units.Compare all that to the Radeon HD 6790, which features core clock speeds of 840 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 RAM. It features 800 SPUs as well as 40 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the Radeon HD 6790 should be a bit faster than the GeForce GTX 260 Core 216 in general. (explain)
Texel RateThe GeForce GTX 260 Core 216 will be much (approximately 23%) more effective at AF than the Radeon HD 6790. (explain)
Pixel RateThe GeForce GTX 260 Core 216 should be just a bit (approximately 20%) more effective at anti-aliasing than the Radeon HD 6790, and able to handle 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. 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.
Specifications
Memory Bandwidth: Bandwidth is the maximum amount of data (measured in MB per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second. Pixel Rate: Pixel rate is the maximum amount of pixels that 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 number of colour ROPs by the the core 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 rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.
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