Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7850
IntroThe GeForce GTX 660 comes with core clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 960 SPUs along with 80 Texture Address Units and 24 Rasterization Operator Units.
Compare that to the Radeon HD 7850, which uses a 28 nm design. AMD has set the core frequency at 860 MHz. The GDDR5 memory runs at a speed of 1200 MHz on this particular model. It features 1024 SPUs as well as 64 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7850, in theory, should be a small bit faster than the GeForce GTX 660 in general. (explain)
Texel RateThe GeForce GTX 660 is quite a bit (more or less 42%) faster with regards to anisotropic filtering than the Radeon HD 7850. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 7850 is superior to the GeForce GTX 660, but only just. (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 megabytes per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.