Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 7850
IntroThe GeForce GTX 660 Ti features a GPU clock speed of 915 MHz, and the 2048 MB of GDDR5 memory is set to run at 1500 MHz through a 192-bit bus. It also is made up of 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
Compare those specs to the Radeon HD 7850, which features core clock speeds of 860 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 RAM. It features 1024 SPUs along with 64 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7850 should perform a little bit faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti should be much (approximately 86%) better at AF than the Radeon HD 7850. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7850 is a better choice, and very much so. (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 max amount of data (counted in MB per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of 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 fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.