Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 6870
IntroThe GeForce GTX 660 Ti has a GPU core clock speed of 915 MHz, and the 2048 MB of GDDR5 memory is set to run at 1500 MHz through a 192-bit bus. It also is comprised of 1344 SPUs, 112 Texture Address Units, and 24 Raster Operation Units.
Compare those specs 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 made up of 1120 Stream Processors, 56 Texture Address Units, and 32 ROPs.
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, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 660 Ti will be quite a bit (more or less 103%) faster with regards to AF than the Radeon HD 6870. (explain)
Pixel RateIf running with a high screen resolution 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: Memory bandwidth is the maximum amount of data (counted in MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the interface width by its memory speed. If it uses DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher 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 can be processed in one second. This number is worked out 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 handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to its 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 called 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.