Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 6870
IntroThe Geforce GTX 670 uses a 28 nm design. nVidia has set the core frequency at 915 MHz. The GDDR5 memory runs at a speed of 1500 MHz on this specific card. It features 1344 SPUs along with 112 Texture Address Units and 32 ROPs.
Compare those specs to the Radeon HD 6870, which has GPU clock speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1050 MHz through a 256-bit bus. It also is made up of 1120 Stream Processors, 56 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Geforce GTX 670 should theoretically be much better than the Radeon HD 6870 overall. (explain)
Texel RateThe Geforce GTX 670 will be much (approximately 103%) faster with regards to texture filtering than the Radeon HD 6870. (explain)
Pixel RateIf running with a high resolution is important to you, then the Geforce GTX 670 is the winner, though only just barely. (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 MB per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the bus width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs 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 fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.