Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 6970
IntroThe Geforce GTX 670 features a core clock speed of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also makes use of a 256-bit bus, and uses a 28 nm design. It is made up of 1344 SPUs, 112 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the Radeon HD 6970, which comes with a clock speed of 880 MHz and a GDDR5 memory speed of 1375 MHz. It also features a 256-bit memory bus, and uses a 40 nm design. It is made up of 1536 SPUs, 96 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 670, in theory, should be a small bit faster than the Radeon HD 6970 in general. (explain)
Texel RateThe Geforce GTX 670 should be quite a bit (more or less 21%) faster with regards to AF than the Radeon HD 6970. (explain)
Pixel RateThe Geforce GTX 670 should be just a bit (more or less 4%) faster with regards to full screen anti-aliasing than the Radeon HD 6970, and also should 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 max amount of data (counted in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 processed per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.