Compare any two graphics cards:
GeForce GT 640 DDR3 vs Radeon HD 6670 (OEM) 1GB
IntroThe GeForce GT 640 DDR3 features a core clock speed of 900 MHz and a DDR3 memory frequency of 1782 MHz. It also features a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare all of that to the Radeon HD 6670 (OEM) 1GB, which has a core clock speed of 800 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is made up of 480 SPUs, 24 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6670 (OEM) 1GB, in theory, should be a bit faster than the GeForce GT 640 DDR3 in general. (explain)
Texel RateThe GeForce GT 640 DDR3 should be much (about 50%) faster with regards to texture filtering than the Radeon HD 6670 (OEM) 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GT 640 DDR3 is the winner, by far. (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 information (counted in megabytes per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher 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 number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units of the card by the core clock 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 applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.