Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 6870
IntroThe GeForce GTX 660 Ti has a clock frequency of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also features a 192-bit memory bus, and makes use of a 28 nm design. It features 1344 SPUs, 112 Texture Address Units, and 24 ROPs.
Compare those specifications to the Radeon HD 6870, which comes with GPU core speed of 900 MHz, and 1024 MB of GDDR5 RAM set to run at 1050 MHz through a 256-bit bus. It also is comprised of 1120 SPUs, 56 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 Ti should in theory be a little bit better than the Radeon HD 6870 overall. (explain)
Texel RateThe GeForce GTX 660 Ti should be quite a bit (approximately 103%) more effective at texture filtering than the Radeon HD 6870. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 6870 is a better choice, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of information (measured in MB per second) that can be transported 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 memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the 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 card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.