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GeForce GTX 650 vs Radeon HD 6870

Intro

The GeForce GTX 650 has a GPU core clock speed of 1058 MHz, and the 2048 MB of GDDR5 memory runs at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 TAUs, and 16 ROPs.

Compare those specs to the Radeon HD 6870, which comes with a core clock frequency of 900 MHz and a GDDR5 memory frequency of 1050 MHz. It also makes use of a 256-bit memory bus, and uses a 40 nm design. It is made up of 1120 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
Radeon HD 6870 151 Watts
Difference: 87 Watts (136%)

Memory Bandwidth

Theoretically speaking, the Radeon HD 6870 should be a lot faster than the GeForce GTX 650 in general. (explain)

Radeon HD 6870 134400 MB/sec
GeForce GTX 650 80000 MB/sec
Difference: 54400 (68%)

Texel Rate

The Radeon HD 6870 should be quite a bit (more or less 49%) faster with regards to AF than the GeForce GTX 650. (explain)

Radeon HD 6870 50400 Mtexels/sec
GeForce GTX 650 33856 Mtexels/sec
Difference: 16544 (49%)

Pixel Rate

If running with lots of anti-aliasing is important to you, then the Radeon HD 6870 is a better choice, by far. (explain)

Radeon HD 6870 28800 Mpixels/sec
GeForce GTX 650 16928 Mpixels/sec
Difference: 11872 (70%)

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

Display Prices

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GeForce GTX 650

Amazon.com

Radeon HD 6870

Amazon.com

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.

Specifications

Display Specifications

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Model GeForce GTX 650 Radeon HD 6870
Manufacturer nVidia AMD
Year September 2012 October 2010
Code Name GK107 Barts XT
Fab Process 28 nm 40 nm
Bus PCIe 3.0 x16 PCIe x16
Memory 2048 MB 1024 MB
Core Speed 1058 MHz 900 MHz
Shader Speed 1058 MHz (N/A) MHz
Memory Speed 1250 MHz (5000 MHz effective) 1050 MHz (4200 MHz effective)
Unified Shaders 384 1120
Texture Mapping Units 32 56
Render Output Units 16 32
Bus Type GDDR5 GDDR5
Bus Width 128-bit 256-bit
DirectX Version DirectX 11.0 DirectX 11
OpenGL Version OpenGL 4.3 OpenGL 4.1
Power (Max TDP) 64 watts 151 watts
Shader Model 5.0 5.0
Bandwidth 80000 MB/sec 134400 MB/sec
Texel Rate 33856 Mtexels/sec 50400 Mtexels/sec
Pixel Rate 16928 Mpixels/sec 28800 Mpixels/sec

Memory Bandwidth: Bandwidth is the max amount of information (measured in MB per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video 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 amount of pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.

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