Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7850
IntroThe GeForce GTX 660 has a core clock speed of 980 MHz and a GDDR5 memory frequency of 1502 MHz. It also makes use of a 192-bit memory bus, and uses a 28 nm design. It features 960 SPUs, 80 Texture Address Units, and 24 ROPs.
Compare all of that to the Radeon HD 7850, which uses a 28 nm design. AMD has set the core frequency at 860 MHz. The GDDR5 RAM runs at a frequency of 1200 MHz on this specific card. It features 1024 SPUs along with 64 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7850 should theoretically perform a bit faster than the GeForce GTX 660 overall. (explain)
Texel RateThe GeForce GTX 660 is a lot (about 42%) more effective at texture filtering than the Radeon HD 7850. (explain)
Pixel RateThe Radeon HD 7850 should be a small bit (more or less 17%) faster with regards to anti-aliasing than the GeForce GTX 660, and capable of handling 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.
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 maximum amount of information (in units of MB per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total 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 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 that the graphics card could possibly record to the local memory in one 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 - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.