Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 7950
IntroThe GeForce GTX 660 Ti has core 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 Rasterization Operator Units.
Compare that to the Radeon HD 7950, which features a GPU core clock speed of 800 MHz, and 1536 MB of GDDR5 RAM set to run at 1250 MHz through a 384-bit bus. It also is comprised of 1792 SPUs, 112 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7950 should be a lot faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is a bit (approximately 14%) more effective at texture filtering than the Radeon HD 7950. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7950 is a better choice, but only just. (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 (measured in MB per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.