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GeForce GTX 650 vs Radeon HD 6970

Intro

The GeForce GTX 650 has clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 memory. It features 384 SPUs along with 32 TAUs and 16 Rasterization Operator Units.

Compare that to the Radeon HD 6970, which has core speeds of 880 MHz on the GPU, and 1375 MHz on the 2048 MB of GDDR5 RAM. It features 1536 SPUs as well as 96 Texture Address Units and 32 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
Radeon HD 6970 250 Watts
Difference: 186 Watts (291%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 6970 should be 120% faster than the GeForce GTX 650 in general, due to its higher bandwidth. (explain)

Radeon HD 6970 176000 MB/sec
GeForce GTX 650 80000 MB/sec
Difference: 96000 (120%)

Texel Rate

The Radeon HD 6970 will be much (about 150%) more effective at AF than the GeForce GTX 650. (explain)

Radeon HD 6970 84480 Mtexels/sec
GeForce GTX 650 33856 Mtexels/sec
Difference: 50624 (150%)

Pixel Rate

If running with a high screen resolution is important to you, then the Radeon HD 6970 is the winner, by far. (explain)

Radeon HD 6970 28160 Mpixels/sec
GeForce GTX 650 16928 Mpixels/sec
Difference: 11232 (66%)

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 Comparison

Please 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.

GeForce GTX 650

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6970

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce GTX 650 Radeon HD 6970
Manufacturer nVidia ATi
Year September 2012 December 2010
Code Name GK107 Cayman XT
Fab Process 28 nm 40 nm
Bus PCIe 3.0 x16 PCIe x16
Memory 2048 MB 2048 MB
Core Speed 1058 MHz 880 MHz
Shader Speed 1058 MHz (N/A) MHz
Memory Speed 1250 MHz (5000 MHz effective) 1375 MHz (5500 MHz effective)
Unified Shaders 384 1536
Texture Mapping Units 32 96
Render Output Units 16 32
Bus Type GDDR5 GDDR5
Bus Width 128-bit 256-bit
DirectX Version DirectX 11.1 DirectX 11
OpenGL Version OpenGL 4.3 OpenGL 4.1
Power (Max TDP) 64 watts 250 watts
Shader Model 5.0 5.0
Bandwidth 80000 MB/sec 176000 MB/sec
Texel Rate 33856 Mtexels/sec 84480 Mtexels/sec
Pixel Rate 16928 Mpixels/sec 28160 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (in units of megabytes per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the clock speed of the card. 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 rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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