Compare any two graphics cards:
GeForce GTS 250 1GB vs Radeon HD 6670 (OEM) 1GB
IntroThe GeForce GTS 250 1GB features core clock speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Compare those specifications to the Radeon HD 6670 (OEM) 1GB, which uses a 40 nm design. ATi has set the core speed at 800 MHz. The GDDR5 RAM works at a speed of 1000 MHz on this card. It features 480 SPUs as well as 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 GeForce GTS 250 1GB should perform just a bit faster than the Radeon HD 6670 (OEM) 1GB overall. (explain)
Texel RateThe GeForce GTS 250 1GB is much (approximately 146%) better at anisotropic filtering than the Radeon HD 6670 (OEM) 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTS 250 1GB is the winner, 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.
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.
Memory Bandwidth: Bandwidth is the maximum amount of information (counted in MB per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 once 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units of the card by the core 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 in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.