Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 6870
IntroThe Geforce GTX 670 features core speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs as well as 112 TAUs and 32 ROPs.
Compare those specifications to the Radeon HD 6870, which comes with GPU clock speed of 900 MHz, and 1024 MB of GDDR5 memory set to run at 1050 MHz through a 256-bit bus. It also is comprised of 1120 SPUs, 56 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 670 should theoretically be quite a bit faster than the Radeon HD 6870 in general. (explain)
Texel RateThe Geforce GTX 670 is quite a bit (about 103%) more effective at texture filtering than the Radeon HD 6870. (explain)
Pixel RateThe Geforce GTX 670 is a small bit (more or less 2%) better at AA than the Radeon HD 6870, and also will be able to handle higher resolutions while still performing well. (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: Memory bandwidth is the largest 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 the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better 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 applied per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.