Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7850
IntroThe GeForce GTX 660 makes use of a 28 nm design. nVidia has set the core frequency at 980 MHz. The GDDR5 RAM runs at a frequency of 1502 MHz on this particular model. It features 960 SPUs along with 80 Texture Address Units and 24 Rasterization Operator Units.
Compare those specs to the Radeon HD 7850, which has a clock speed of 860 MHz and a GDDR5 memory speed of 1200 MHz. It also makes use of a 256-bit bus, and uses a 28 nm design. It is comprised of 1024 SPUs, 64 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 7850 should be a bit faster than the GeForce GTX 660 in general. (explain)
Texel RateThe GeForce GTX 660 should be quite a bit (about 42%) more effective at AF than the Radeon HD 7850. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 7850 is superior to the GeForce GTX 660, though only just barely. (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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 processed in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.