Compare any two graphics cards:
Radeon HD 4870 1GB vs Radeon HD 6670 (OEM)
IntroThe Radeon HD 4870 1GB has core clock speeds of 750 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 RAM. It features 800(160x5) SPUs as well as 40 Texture Address Units and 16 ROPs.
Compare those specifications to the Radeon HD 6670 (OEM), which has a core clock frequency of 800 MHz and a GDDR5 memory frequency of 1000 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is made up of 480 SPUs, 24 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 4870 1GB should in theory be much faster than the Radeon HD 6670 (OEM) overall. (explain)
Texel RateThe Radeon HD 4870 1GB is much (about 56%) better at texture filtering than the Radeon HD 6670 (OEM). (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4870 1GB is the winner, by far. (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 data (in units of MB per second) that can be transported over the external memory interface in one second. The number is worked out by multiplying the interface width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 are applied per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics 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 amount of 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 Render Output Units 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 rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.