Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 7850
IntroThe GeForce GTX 560 Ti features a clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit bus, and uses a 40 nm design. It is made up of 384 SPUs, 64 TAUs, and 32 ROPs.
Compare those specifications to the Radeon HD 7850, which features a core clock frequency of 860 MHz and a GDDR5 memory frequency of 1200 MHz. It also features a 256-bit bus, and makes use of a 28 nm design. It is made up of 1024 SPUs, 64 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7850, in theory, should perform a little bit faster than the GeForce GTX 560 Ti overall. (explain)
Texel RateThe Radeon HD 7850 should be a bit (approximately 5%) better at anisotropic filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7850 is superior to the GeForce GTX 560 Ti, 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 megabytes per second) that can be transported across the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.