Compare any two graphics cards:
GeForce GTX 560 Ti 448 vs Radeon HD 7850
IntroThe GeForce GTX 560 Ti 448 has a core clock frequency of 732 MHz and a GDDR5 memory frequency of 900 MHz. It also features a 320-bit memory bus, and uses a 40 nm design. It features 448 SPUs, 56 Texture Address Units, and 40 Raster Operation Units.
Compare all of that to the Radeon HD 7850, which features GPU clock speed of 860 MHz, and 2048 MB of GDDR5 RAM running at 1200 MHz through a 256-bit bus. It also features 1024 Stream Processors, 64 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7850 should be a small bit faster than the GeForce GTX 560 Ti 448 in general. (explain)
Texel RateThe Radeon HD 7850 will be much (about 34%) better at AF than the GeForce GTX 560 Ti 448. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GTX 560 Ti 448 is a better choice, though only just barely. (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 max amount of data (counted in MB per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel 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 maximum fill rate.