Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6670 (OEM)
IntroThe GeForce GTX 550 Ti comes with core clock speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs along with 32 Texture Address Units and 24 ROPs.
Compare those specs to the Radeon HD 6670 (OEM), which comes with GPU core speed of 800 MHz, and 512 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also is made up of 480 SPUs, 24 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should theoretically be much faster than the Radeon HD 6670 (OEM) in general. (explain)
Texel RateThe GeForce GTX 550 Ti should be quite a bit (more or less 50%) faster with regards to anisotropic filtering than the Radeon HD 6670 (OEM). (explain)
Pixel RateThe GeForce GTX 550 Ti is a lot (about 238%) more effective at full screen anti-aliasing than the Radeon HD 6670 (OEM), and also will be 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 maximum amount of information (counted in megabytes per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units by the core 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 processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core 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 rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.