Compare any two graphics cards:
GeForce GT 640 DDR3 vs Radeon HD 6670 (OEM) 1GB
IntroThe GeForce GT 640 DDR3 comes with a core clock frequency of 900 MHz and a DDR3 memory speed of 1782 MHz. It also uses a 128-bit memory bus, and uses a 28 nm design. It is made up of 384 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Compare that to the Radeon HD 6670 (OEM) 1GB, which has clock speeds of 800 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 480 SPUs as well as 24 Texture Address Units and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6670 (OEM) 1GB should perform just a bit faster than the GeForce GT 640 DDR3 in general. (explain)
Texel RateThe GeForce GT 640 DDR3 will be a lot (approximately 50%) faster with regards to texture filtering than the Radeon HD 6670 (OEM) 1GB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GT 640 DDR3 is a better choice, by a large margin. (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 (counted in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range 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 worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the 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 maximum amount of pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount 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 outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.