Compare any two graphics cards:
GeForce GT 340 vs Radeon HD 6670 (OEM)
IntroThe GeForce GT 340 uses a 40 nm design. nVidia has clocked the core speed at 550 MHz. The GDDR5 RAM works at a frequency of 850 MHz on this specific model. It features 96 SPUs along with 32 Texture Address Units and 8 ROPs.Compare those specifications to the Radeon HD 6670 (OEM), which uses a 40 nm design. ATi has set the core frequency at 800 MHz. The GDDR5 memory is set to run at a speed of 1000 MHz on this particular model. It features 480 SPUs along with 24 TAUs and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the Radeon HD 6670 (OEM) should theoretically be a bit better than the GeForce GT 340 overall. (explain)
Texel RateThe Radeon HD 6670 (OEM) is a bit (more or less 9%) faster with regards to texture filtering than the GeForce GT 340. (explain)
Pixel RateThe Radeon HD 6670 (OEM) will be quite a bit (more or less 45%) more effective at full screen anti-aliasing than the GeForce GT 340, and also will be able to handle 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. 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 (counted in megabytes per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 are applied per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core clock speed. 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 also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.
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