Compare any two graphics cards:
GeForce GTX 660 vs Radeon HD 7850
IntroThe GeForce GTX 660 comes with a GPU core speed of 980 MHz, and the 2048 MB of GDDR5 RAM runs at 1502 MHz through a 192-bit bus. It also is made up of 960 SPUs, 80 TAUs, and 24 ROPs.
Compare that to the Radeon HD 7850, which has core clock speeds of 860 MHz on the GPU, and 1200 MHz on the 2048 MB of GDDR5 RAM. It features 1024 SPUs as well as 64 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 7850 should in theory be a little bit superior to the GeForce GTX 660 in general. (explain)
Texel RateThe GeForce GTX 660 should be much (approximately 42%) more effective at AF than the Radeon HD 7850. (explain)
Pixel RateThe Radeon HD 7850 should be just a bit (approximately 17%) better at FSAA than the GeForce GTX 660, and also will be able to handle 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: Memory bandwidth is the max amount of data (counted in megabytes per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units by the core 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip 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 ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.