Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 7950
IntroThe GeForce GTX 660 Ti has a clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is comprised of 1344 SPUs, 112 Texture Address Units, and 24 ROPs.
Compare all of that to the Radeon HD 7950, which comes with GPU clock speed of 800 MHz, and 1536 MB of GDDR5 memory set to run at 1250 MHz through a 384-bit bus. It also is comprised of 1792 SPUs, 112 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7950 should be much faster than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be just a bit (more or less 14%) better 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 superior to the GeForce GTX 660 Ti, though only just barely. (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 maximum amount of information (in units of MB per second) that can be transferred over the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the 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 amount of texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.