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 clocked the core frequency at 1058 MHz. The GDDR5 memory is set to run at a frequency of 1250 MHz on this card. 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 GPU core speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1050 MHz through a 256-bit bus. It also features 1120 Stream Processors, 56 TAUs, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 6870 should be 68% faster than the GeForce GTX 650 in general, due to its greater data rate. (explain)
Texel RateThe Radeon HD 6870 will be a lot (about 49%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe Radeon HD 6870 will be quite a bit (about 70%) more effective at FSAA than the GeForce GTX 650, and 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: Memory bandwidth is the largest amount of information (counted in MB per second) that can be transported across the external memory interface within a second. It is worked out by multiplying the interface width by its memory clock speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.