Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 7870
IntroThe GeForce GTX 560 Ti comes with a GPU clock speed of 822 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1002 MHz through a 256-bit bus. It also is made up of 384 Stream Processors, 64 TAUs, and 32 ROPs.
Compare that to the Radeon HD 7870, which has GPU core speed of 1000 MHz, and 2048 MB of GDDR5 RAM running at 1200 MHz through a 256-bit bus. It also features 1280 Stream Processors, 80 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 7870 should perform a bit faster than the GeForce GTX 560 Ti in general. (explain)
Texel RateThe Radeon HD 7870 is much (about 52%) better at texture filtering than the GeForce GTX 560 Ti. (explain)
Pixel RateThe Radeon HD 7870 is a lot (more or less 22%) faster with regards to AA than the GeForce GTX 560 Ti, and also will be able to handle higher resolutions better. (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 (in units of MB per second) that can be transferred past the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.