Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7870
IntroThe GeForce GTX 660 has a clock frequency of 980 MHz and a GDDR5 memory speed of 1502 MHz. It also features a 192-bit memory bus, and uses a 28 nm design. It features 960 SPUs, 80 Texture Address Units, and 24 Raster Operation Units.
Compare all that to the Radeon HD 7870, which comes with GPU clock speed of 1000 MHz, and 2048 MB of GDDR5 memory set to run at 1200 MHz through a 256-bit bus. It also is comprised of 1280 Stream Processors, 80 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7870 is 7% faster than the GeForce GTX 660 overall, due to its greater data rate. (explain)
Texel RateThe Radeon HD 7870 should be a bit (approximately 2%) better at anisotropic filtering than the GeForce GTX 660. (explain)
Pixel RateThe Radeon HD 7870 should be quite a bit (approximately 36%) faster with regards to anti-aliasing than the GeForce GTX 660, and will be able to handle higher screen resolutions while still performing well. (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 largest amount of information (counted in MB per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's 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 per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.