Compare any two graphics cards:
Radeon HD 6970 vs Radeon HD 7950 3GB
IntroThe Radeon HD 6970 comes with a core clock speed of 880 MHz and a GDDR5 memory speed of 1375 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It features 1536 SPUs, 96 TAUs, and 32 ROPs.
Compare that to the Radeon HD 7950 3GB, which has core speeds of 800 MHz on the GPU, and 1250 MHz on the 3072 MB of GDDR5 memory. It features 1792 SPUs as well as 112 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7950 3GB will be 36% quicker than the Radeon HD 6970 in general, due to its higher data rate. (explain)
Texel RateThe Radeon HD 7950 3GB is just a bit (approximately 6%) better at texture filtering than the Radeon HD 6970. (explain)
Pixel RateThe Radeon HD 6970 should be a bit (more or less 10%) faster with regards to FSAA than the Radeon HD 7950 3GB, and also 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.
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 maximum amount of data (counted in MB per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's 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 amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 most pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka 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 potential to get to the maximum fill rate.