Compare any two graphics cards:
GeForce GTX 560 Ti 448 vs Radeon HD 7850
IntroThe GeForce GTX 560 Ti 448 has a clock frequency of 732 MHz and a GDDR5 memory speed of 900 MHz. It also uses a 320-bit memory bus, and uses a 40 nm design. It features 448 SPUs, 56 TAUs, and 40 ROPs.
Compare that to the Radeon HD 7850, which comes with a GPU core clock speed of 860 MHz, and 2048 MB of GDDR5 RAM running at 1200 MHz through a 256-bit bus. It also is comprised of 1024 SPUs, 64 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7850 should be a little bit faster than the GeForce GTX 560 Ti 448 overall. (explain)
Texel RateThe Radeon HD 7850 should be a lot (approximately 34%) more effective at texture filtering than the GeForce GTX 560 Ti 448. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 560 Ti 448 is superior to the Radeon HD 7850, but not by far. (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 megabytes per second) that can be transferred past the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 are processed in one second. This figure is worked out by multiplying the total number of texture units of the card 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 a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.