Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 7950
IntroThe GeForce GTX 660 Ti comes with core clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs as well as 112 Texture Address Units and 24 ROPs.
Compare those specifications to the Radeon HD 7950, which comes with GPU core speed of 800 MHz, and 1536 MB of GDDR5 memory running at 1250 MHz through a 384-bit bus. It also features 1792 Stream Processors, 112 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7950 is 67% quicker than the GeForce GTX 660 Ti overall, due to its greater data rate. (explain)
Texel RateThe GeForce GTX 660 Ti will be a small bit (about 14%) faster with regards to anisotropic filtering than the Radeon HD 7950. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 7950 is superior to the GeForce GTX 660 Ti, though not 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 maximum amount of data (counted in megabytes per second) that can be transported over the external memory interface in a second. The number is calculated by multiplying the interface width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units 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 processed in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.