Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 7950
IntroThe GeForce GTX 660 Ti comes with a clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit bus, and uses a 28 nm design. It features 1344 SPUs, 112 TAUs, and 24 ROPs.
Compare all that to the Radeon HD 7950, which comes with a clock frequency of 800 MHz and a GDDR5 memory frequency of 1250 MHz. It also makes use of a 384-bit bus, and uses a 28 nm design. It is comprised of 1792 SPUs, 112 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7950, in theory, should perform much faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is a little bit (approximately 14%) better at texture filtering than the Radeon HD 7950. (explain)
Pixel RateThe Radeon HD 7950 should be just a bit (approximately 17%) better at full screen anti-aliasing than the GeForce GTX 660 Ti, and also able to handle higher screen resolutions more effectively. (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 max amount of information (in units of megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. 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 texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of 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 per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.