Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 6970
IntroThe Geforce GTX 670 has a GPU core clock speed of 915 MHz, and the 2048 MB of GDDR5 memory is set to run at 1500 MHz through a 256-bit bus. It also is comprised of 1344 SPUs, 112 Texture Address Units, and 32 Raster Operation Units.
Compare all that to the Radeon HD 6970, which comes with a GPU core clock speed of 880 MHz, and 2048 MB of GDDR5 RAM set to run at 1375 MHz through a 256-bit bus. It also is comprised of 1536 Stream Processors, 96 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 670 should in theory perform just a bit faster than the Radeon HD 6970 in general. (explain)
Texel RateThe Geforce GTX 670 is quite a bit (about 21%) more effective at texture filtering than the Radeon HD 6970. (explain)
Pixel RateIf using a high resolution is important to you, then the Geforce GTX 670 is the winner, but it probably won't make a huge difference. (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 maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses 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 amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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 - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.