Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7870
IntroThe GeForce GTX 660 makes use of a 28 nm design. nVidia has clocked the core frequency at 980 MHz. The GDDR5 memory is set to run at a frequency of 1502 MHz on this particular card. It features 960 SPUs as well as 80 TAUs and 24 ROPs.
Compare all that to the Radeon HD 7870, which features a GPU core clock speed of 1000 MHz, and 2048 MB of GDDR5 RAM set to run at 1200 MHz through a 256-bit bus. It also features 1280 Stream Processors, 80 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7870 should theoretically be just a bit faster than the GeForce GTX 660 in general. (explain)
Texel RateThe Radeon HD 7870 is a small bit (more or less 2%) more effective at AF than the GeForce GTX 660. (explain)
Pixel RateThe Radeon HD 7870 will be much (more or less 36%) more effective at full screen anti-aliasing than the GeForce GTX 660, and should be capable of handling higher screen resolutions without losing too much performance. (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 (counted in MB per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.