Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 5850
IntroThe GeForce GTX 660 Ti comes with a clock speed of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also uses a 192-bit bus, and makes use of a 28 nm design. It is comprised of 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
Compare that to the Radeon HD 5850, which has core speeds of 725 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 1440(288x5) SPUs as well as 72 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 660 Ti should in theory be a small bit superior to the Radeon HD 5850 in general. (explain)
Texel RateThe GeForce GTX 660 Ti will be quite a bit (about 96%) better at AF than the Radeon HD 5850. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 5850 is a better choice, but only just. (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 (measured in megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's 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 ANOTHER 2x. The better the bandwidth is, 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 number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics 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 maximum amount of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.