Compare any two graphics cards:
Geforce GTX 670 vs Radeon HD 6870
IntroThe Geforce GTX 670 makes use of a 28 nm design. nVidia has clocked the core speed at 915 MHz. The GDDR5 memory works at a speed of 1500 MHz on this model. It features 1344 SPUs as well as 112 Texture Address Units and 32 ROPs.
Compare those specifications to the Radeon HD 6870, which features a GPU core clock speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1050 MHz through a 256-bit bus. It also features 1120 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
(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 quite a bit superior to the Radeon HD 6870 overall. (explain)
Texel RateThe Geforce GTX 670 is quite a bit (about 103%) faster with regards to anisotropic 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 largest amount of information (measured in MB per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its 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 speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.