Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 7850
IntroThe Geforce GTX 670 features a GPU core clock speed of 915 MHz, and the 2048 MB of GDDR5 memory runs at 1500 MHz through a 256-bit bus. It also is made up of 1344 SPUs, 112 TAUs, and 32 Raster Operation Units.
Compare all that to the Radeon HD 7850, which features a core clock frequency of 860 MHz and a GDDR5 memory frequency of 1200 MHz. It also uses a 256-bit bus, and makes use of a 28 nm design. It features 1024 SPUs, 64 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 670 should theoretically be quite a bit faster than the Radeon HD 7850 overall. (explain)
Texel RateThe Geforce GTX 670 will be quite a bit (more or less 86%) faster with regards to AF than the Radeon HD 7850. (explain)
Pixel RateIf using high levels of AA is important to you, then the Geforce GTX 670 is a better choice, 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 data (measured in megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 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, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount 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 many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.