Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 5850
IntroThe GeForce GTX 660 Ti features clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 memory. It features 1344 SPUs as well as 112 TAUs and 24 Rasterization Operator Units.
Compare those specs to the Radeon HD 5850, which uses a 40 nm design. AMD has set the core speed at 725 MHz. The GDDR5 RAM works at a speed of 1000 MHz on this specific model. It features 1440(288x5) SPUs as well as 72 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 660 Ti should be a small bit faster than the Radeon HD 5850 overall. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (about 96%) faster with regards to texture filtering than the Radeon HD 5850. (explain)
Pixel RateThe Radeon HD 5850 is a bit (about 6%) more effective at FSAA than the GeForce GTX 660 Ti, and also able to handle higher resolutions better. (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 largest amount of data (measured in megabytes per second) that can be moved past the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out 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 outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.