Compare any two graphics cards:
GeForce 9500 GT DDR2 vs Radeon HD 6670 (OEM)
IntroThe GeForce 9500 GT DDR2 uses a 65 nm design. nVidia has set the core speed at 550 MHz. The DDR2 RAM runs at a frequency of 500 MHz on this particular card. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare those specifications to the Radeon HD 6670 (OEM), which has 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)
In theory, the Radeon HD 6670 (OEM) should be 300% quicker than the GeForce 9500 GT DDR2 in general, because of its greater data rate. (explain)
Texel RateThe Radeon HD 6670 (OEM) is quite a bit (approximately 118%) better at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 6670 (OEM) is a better choice, and very much so. (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: Memory bandwidth is the max amount of data (measured in MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher 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 number of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. 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 rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.