Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 6870
IntroThe GeForce GTX 660 Ti makes use of a 28 nm design. nVidia has set the core frequency at 915 MHz. The GDDR5 RAM is set to run at a frequency of 1500 MHz on this model. It features 1344 SPUs along with 112 Texture Address Units and 24 ROPs.
Compare those specs to the Radeon HD 6870, which has clock speeds of 900 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 memory. It features 1120 SPUs as well as 56 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 Ti is 7% quicker than the Radeon HD 6870 in general, due to its higher data rate. (explain)
Texel RateThe GeForce GTX 660 Ti should be much (approximately 103%) better at AF than the Radeon HD 6870. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 6870 is the winner, and very much so. (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 (in units of MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines 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 output rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.