Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon HD 5850
IntroThe GeForce GTX 660 Ti uses a 28 nm design. nVidia has set the core speed at 915 MHz. The GDDR5 memory is set to run at a speed of 1500 MHz on this specific card. It features 1344 SPUs along with 112 Texture Address Units and 24 ROPs.
Compare those specs to the Radeon HD 5850, which features core clock 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 Texture Address Units 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 be a bit faster than the Radeon HD 5850 overall. (explain)
Texel RateThe GeForce GTX 660 Ti should be quite a bit (more or less 96%) better at anisotropic filtering than the Radeon HD 5850. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 5850 is the winner, though not 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the maximum amount of data (counted in MB per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units by the core clock 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 applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the card's 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 lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.