Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6670 (OEM)
IntroThe GeForce GTX 550 Ti uses a 40 nm design. nVidia has set the core speed at 900 MHz. The GDDR5 RAM runs at a frequency of 1026 MHz on this particular model. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.
Compare all of that to the Radeon HD 6670 (OEM), which comes with core clock speeds of 800 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR5 RAM. It features 480 SPUs along with 24 Texture Address Units and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should in theory be a lot faster than the Radeon HD 6670 (OEM) overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be a lot (approximately 50%) faster with regards to AF than the Radeon HD 6670 (OEM). (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is superior to the Radeon HD 6670 (OEM), by a large margin. (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 max amount of information (in units of megabytes per second) that can be transferred over the external memory interface in a second. The number is calculated by multiplying the bus width by its memory speed. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This is calculated by multiplying the total number of texture units 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.