Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 6870
IntroThe GeForce GTX 660 Ti comes with a GPU core clock speed of 915 MHz, and the 2048 MB of GDDR5 RAM runs at 1500 MHz through a 192-bit bus. It also is comprised of 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
Compare those specs to the Radeon HD 6870, which has core 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)
The GeForce GTX 660 Ti, in theory, should perform a small bit faster than the Radeon HD 6870 in general. (explain)
Texel RateThe GeForce GTX 660 Ti should be much (more or less 103%) better at anisotropic filtering than the Radeon HD 6870. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 6870 is superior to the GeForce GTX 660 Ti, 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: Bandwidth is the max amount of data (measured in MB per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.