Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 7950
IntroThe GeForce GTX 660 Ti uses a 28 nm design. nVidia has set the core speed at 915 MHz. The GDDR5 memory is set to run at a frequency of 1500 MHz on this particular card. It features 1344 SPUs along with 112 TAUs and 24 Rasterization Operator Units.
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 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)
As far as performance goes, the Radeon HD 7950 should theoretically be quite a bit superior to 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 a high resolution is important to you, then the Radeon HD 7950 is the winner, but 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 largest amount of data (in units of megabytes per second) that can be moved past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 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 better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to the local memory in one 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 clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.