Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6870
IntroThe GeForce GTX 650 has a core clock frequency of 1058 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is comprised of 384 SPUs, 32 TAUs, and 16 ROPs.
Compare all that to the Radeon HD 6870, which features clock speeds of 900 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 RAM. It features 1120 SPUs along with 56 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6870 should theoretically perform much faster than the GeForce GTX 650 in general. (explain)
Texel RateThe Radeon HD 6870 should be quite a bit (more or less 49%) more effective 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, by a large margin. (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 megabytes per second) that can be transferred past the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.