Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 6870
IntroThe GeForce GTX 660 Ti features a core clock speed of 915 MHz and a GDDR5 memory frequency of 1500 MHz. It also uses a 192-bit memory bus, and uses a 28 nm design. It is made up of 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
Compare all of that to the Radeon HD 6870, which features a core clock frequency of 900 MHz and a GDDR5 memory speed of 1050 MHz. It also uses a 256-bit memory bus, and uses a 40 nm design. It is comprised of 1120 SPUs, 56 TAUs, and 32 Raster Operation Units.
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 overall. (explain)
Texel RateThe GeForce GTX 660 Ti is quite a bit (approximately 103%) more effective at AF than the Radeon HD 6870. (explain)
Pixel RateIf running with 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: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total 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 per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends 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.