Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6670 (OEM) 1GB
IntroThe GeForce GTX 650 has a GPU clock speed of 1058 MHz, and the 2048 MB of GDDR5 memory is set to run at 1250 MHz through a 128-bit bus. It also is comprised of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
Compare those specs to the Radeon HD 6670 (OEM) 1GB, which comes with a clock frequency of 800 MHz and a GDDR5 memory frequency of 1000 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 480 SPUs, 24 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should theoretically be a lot better than the Radeon HD 6670 (OEM) 1GB in general. (explain)
Texel RateThe GeForce GTX 650 is quite a bit (more or less 76%) better at AF than the Radeon HD 6670 (OEM) 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 650 is a better choice, by a large margin. (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 max amount of information (in units of megabytes per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 can be applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the 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 amount of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel 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 maximum fill rate.