Compare any two graphics cards:
GeForce GTX 560 vs Radeon HD 6870
IntroThe GeForce GTX 560 uses a 40 nm design. nVidia has set the core frequency at 810 MHz. The GDDR5 memory is set to run at a frequency of 1001 MHz on this specific card. It features 336 SPUs along with 56 Texture Address Units and 32 ROPs.
Compare those specifications to the Radeon HD 6870, which has GPU core speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1050 MHz through a 256-bit bus. It also is comprised of 1120 SPUs, 56 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 6870 should perform a bit faster than the GeForce GTX 560 overall. (explain)
Texel RateThe Radeon HD 6870 will be a small bit (more or less 11%) better at AF than the GeForce GTX 560. (explain)
Pixel RateThe Radeon HD 6870 should be a little bit (about 11%) faster with regards to AA than the GeForce GTX 560, and able to handle higher resolutions without slowing down too much. (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: Memory bandwidth is the maximum amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate 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 filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.