Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6870
IntroThe GeForce GTX 650 comes with a clock speed of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also features a 128-bit bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare all that to the Radeon HD 6870, which comes with 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 Stream Processors, 56 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 6870 should theoretically be quite a bit superior to the GeForce GTX 650 overall. (explain)
Texel RateThe Radeon HD 6870 will be much (about 49%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe Radeon HD 6870 should be a lot (more or less 70%) faster with regards to FSAA than the GeForce GTX 650, and also capable of handling higher screen resolutions more effectively. (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 max amount of information (measured in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out 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 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 number of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.