Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 7850
IntroThe Geforce GTX 670 features a clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 256-bit bus, and makes use of a 28 nm design. It features 1344 SPUs, 112 TAUs, and 32 Raster Operation Units.
Compare that to the Radeon HD 7850, which has GPU core 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 Stream Processors, 64 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Geforce GTX 670 should perform a lot faster than the Radeon HD 7850 overall. (explain)
Texel RateThe Geforce GTX 670 should be a lot (about 86%) more effective at texture filtering than the Radeon HD 7850. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Geforce GTX 670 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be transported over the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.