Compare any two graphics cards:
Radeon HD 6670 (OEM) vs Radeon HD 6950
IntroThe Radeon HD 6670 (OEM) has a GPU clock speed of 800 MHz, and the 512 MB of GDDR5 memory is set to run at 1000 MHz through a 128-bit bus. It also is made up of 480 SPUs, 24 TAUs, and 8 Raster Operation Units.
Compare all that to the Radeon HD 6950, which comes with clock speeds of 800 MHz on the GPU, and 1250 MHz on the 1024 MB of GDDR5 memory. It features 1408 SPUs along with 88 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 6950 should perform a lot faster than the Radeon HD 6670 (OEM) in general. (explain)
Texel RateThe Radeon HD 6950 should be quite a bit (about 267%) faster with regards to texture filtering than the Radeon HD 6670 (OEM). (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6950 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 past the external memory interface in a second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 processed per 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 card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.