Compare any two graphics cards:
GeForce GTX 560 Ti 448 vs Radeon HD 7850
IntroThe GeForce GTX 560 Ti 448 comes with a clock speed of 732 MHz and a GDDR5 memory frequency of 900 MHz. It also makes use of a 320-bit bus, and makes use of a 40 nm design. It features 448 SPUs, 56 Texture Address Units, and 40 Raster Operation Units.
Compare those specs to the Radeon HD 7850, which makes use of a 28 nm design. AMD has clocked the core speed at 860 MHz. The GDDR5 RAM runs at a frequency of 1200 MHz on this particular card. It features 1024 SPUs as well as 64 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7850 should perform a little bit faster than the GeForce GTX 560 Ti 448 in general. (explain)
Texel RateThe Radeon HD 7850 is quite a bit (more or less 34%) better at anisotropic filtering than the GeForce GTX 560 Ti 448. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 560 Ti 448 is a better choice, but only just. (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 (measured in MB per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied 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 card will be at handling 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 the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's 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 rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.