Compare any two graphics cards:
GeForce GTX 560 Ti 448 vs Radeon HD 7850
IntroThe GeForce GTX 560 Ti 448 has core clock speeds of 732 MHz on the GPU, and 900 MHz on the 1280 MB of GDDR5 memory. It features 448 SPUs along with 56 Texture Address Units and 40 Rasterization Operator Units.
Compare those specs to the Radeon HD 7850, which features a core clock speed of 860 MHz and a GDDR5 memory speed of 1200 MHz. It also makes use of a 256-bit memory bus, and makes use of a 28 nm design. It 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)
The Radeon HD 7850 should in theory perform just a bit faster than the GeForce GTX 560 Ti 448 overall. (explain)
Texel RateThe Radeon HD 7850 is a lot (approximately 34%) more effective 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 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: Bandwidth is the largest amount of information (measured in megabytes per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is calculated 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 graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write 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 clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.