Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 7870
IntroThe GeForce GTX 660 Ti has a GPU core speed of 915 MHz, and the 2048 MB of GDDR5 RAM is set to run at 1500 MHz through a 192-bit bus. It also is made up of 1344 Stream Processors, 112 Texture Address Units, and 24 ROPs.
Compare those specs to the Radeon HD 7870, which comes with a GPU core clock speed of 1000 MHz, and 2048 MB of GDDR5 RAM running at 1200 MHz through a 256-bit bus. It also is comprised of 1280 Stream Processors, 80 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7870, in theory, should perform a small bit faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be a lot (approximately 28%) faster with regards to anisotropic filtering than the Radeon HD 7870. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 7870 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.
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: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the bus width by its memory speed. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.