Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6670 (OEM) 1GB
IntroThe GeForce GTX 550 Ti makes use of a 40 nm design. nVidia has set the core frequency at 900 MHz. The GDDR5 RAM works at a speed of 1026 MHz on this particular card. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.
Compare those specifications to the Radeon HD 6670 (OEM) 1GB, which has a GPU core clock speed of 800 MHz, and 1024 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also is made up of 480 Stream Processors, 24 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 550 Ti should perform quite a bit faster than the Radeon HD 6670 (OEM) 1GB in general. (explain)
Texel RateThe GeForce GTX 550 Ti is much (more or less 50%) more effective at anisotropic filtering than the Radeon HD 6670 (OEM) 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti 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: Bandwidth is the maximum amount of information (counted in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total amount 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.