Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 7850
IntroThe GeForce GTX 560 Ti features a GPU core clock speed of 822 MHz, and the 1024 MB of GDDR5 memory runs at 1002 MHz through a 256-bit bus. It also features 384 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
Compare those specs to the Radeon HD 7850, which uses a 28 nm design. AMD has clocked the core speed at 860 MHz. The GDDR5 memory is set to run at a frequency of 1200 MHz on this particular card. It features 1024 SPUs as well as 64 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7850 will be 20% quicker than the GeForce GTX 560 Ti in general, because of its higher data rate. (explain)
Texel RateThe Radeon HD 7850 will be just a bit (about 5%) better at anisotropic filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 7850 is the winner, 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 maximum amount of data (counted in megabytes per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are 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 better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the card's 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 also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.