Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 6870
IntroThe Geforce GTX 670 has a GPU core 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 Stream Processors, 112 TAUs, and 32 Raster Operation Units.
Compare all that to the Radeon HD 6870, which has a core clock frequency of 900 MHz and a GDDR5 memory speed of 1050 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It is made up of 1120 SPUs, 56 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 670 should theoretically be a lot faster than the Radeon HD 6870 overall. (explain)
Texel RateThe Geforce GTX 670 should be much (about 103%) more effective at anisotropic filtering than the Radeon HD 6870. (explain)
Pixel RateThe Geforce GTX 670 should be a bit (about 2%) more effective at AA than the Radeon HD 6870, and will be capable of handling higher screen resolutions without slowing down too much. (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 transferred across the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, 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 amount of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the clock 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 output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.