Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 6870
IntroThe GeForce GTX 660 Ti comes with a GPU core speed of 915 MHz, and the 2048 MB of GDDR5 memory runs at 1500 MHz through a 192-bit bus. It also is made up of 1344 Stream Processors, 112 Texture Address Units, and 24 Raster Operation Units.
Compare all that to the Radeon HD 6870, which uses a 40 nm design. AMD has clocked the core frequency at 900 MHz. The GDDR5 RAM is set to run at a speed of 1050 MHz on this card. It features 1120 SPUs along with 56 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 660 Ti should perform a bit faster than the Radeon HD 6870 overall. (explain)
Texel RateThe GeForce GTX 660 Ti should be much (more or less 103%) more effective at anisotropic filtering than the Radeon HD 6870. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6870 is a better choice, 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 (counted in megabytes per second) that can be moved past the external memory interface in one second. The number is calculated by multiplying the interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.