Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6870
IntroThe GeForce GTX 650 makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 memory runs at a speed of 1250 MHz on this model. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all of that to the Radeon HD 6870, which comes with a core clock speed of 900 MHz and a GDDR5 memory frequency of 1050 MHz. It also features a 256-bit bus, and makes use of a 40 nm design. It is comprised of 1120 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6870 should in theory be much faster than the GeForce GTX 650 overall. (explain)
Texel RateThe Radeon HD 6870 is a lot (approximately 49%) better at AF than the GeForce GTX 650. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 6870 is superior to the GeForce GTX 650, and very much so. (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 largest amount of information (in units of MB per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better 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 are applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines 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 output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.