Compare any two graphics cards:
GeForce 9800 GTX+ vs Radeon HD 6670 (OEM) 1GB
IntroThe GeForce 9800 GTX+ has core speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Compare all that to the Radeon HD 6670 (OEM) 1GB, which comes with core clock speeds of 800 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 480 SPUs along with 24 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9800 GTX+ should be a little bit faster than the Radeon HD 6670 (OEM) 1GB in general. (explain)
Texel RateThe GeForce 9800 GTX+ will be quite a bit (approximately 146%) more effective at texture filtering than the Radeon HD 6670 (OEM) 1GB. (explain)
Pixel RateThe GeForce 9800 GTX+ should be much (more or less 85%) faster with regards to FSAA than the Radeon HD 6670 (OEM) 1GB, and will be capable of handling higher resolutions more effectively. (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 (measured in MB per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at 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 the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.