Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 6870
IntroThe GeForce GTX 660 Ti uses a 28 nm design. nVidia has clocked the core speed at 915 MHz. The GDDR5 RAM works at a frequency of 1500 MHz on this card. It features 1344 SPUs along with 112 TAUs and 24 ROPs.
Compare all of that to the Radeon HD 6870, which makes use of a 40 nm design. AMD has clocked the core frequency at 900 MHz. The GDDR5 memory runs at a speed of 1050 MHz on this specific model. It features 1120 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 660 Ti should in theory perform a little bit faster than the Radeon HD 6870 overall. (explain)
Texel RateThe GeForce GTX 660 Ti is much (more or less 103%) better at texture filtering than the Radeon HD 6870. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 6870 is superior to the GeForce GTX 660 Ti, 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: Bandwidth is the largest amount of information (measured in MB per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed in one second. This figure 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 video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.