Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 6970
IntroThe Geforce GTX 670 features a core clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also makes use of a 256-bit bus, and uses a 28 nm design. It features 1344 SPUs, 112 TAUs, and 32 Raster Operation Units.
Compare those specifications to the Radeon HD 6970, which has a clock frequency of 880 MHz and a GDDR5 memory speed of 1375 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It features 1536 SPUs, 96 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Geforce GTX 670 should be just a bit faster than the Radeon HD 6970 in general. (explain)
Texel RateThe Geforce GTX 670 should be quite a bit (more or less 21%) better at anisotropic filtering than the Radeon HD 6970. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Geforce GTX 670 is a better choice, 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.
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: Bandwidth is the max amount of information (in units of megabytes per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. 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 quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.