Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6870
IntroThe GeForce GTX 650 has a GPU clock speed of 1058 MHz, and the 2048 MB of GDDR5 RAM is set to run at 1250 MHz through a 128-bit bus. It also features 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare those specs to the Radeon HD 6870, which features a GPU core clock speed of 900 MHz, and 1024 MB of GDDR5 RAM set to run at 1050 MHz through a 256-bit bus. It also is comprised of 1120 SPUs, 56 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 6870 will be 68% faster than the GeForce GTX 650 in general, due to its higher bandwidth. (explain)
Texel RateThe Radeon HD 6870 will be quite a bit (about 49%) more effective at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 6870 is the winner, 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 (measured in MB per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 number is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.