Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6850
IntroThe GeForce GTX 650 makes use of a 28 nm design. nVidia has clocked the core speed at 1058 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this card. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare those specs to the Radeon HD 6850, which comes with clock speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 960 SPUs along with 48 Texture Address Units and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 6850 should in theory be quite a bit better than the GeForce GTX 650 in general. (explain)
Texel RateThe Radeon HD 6850 should be a bit (more or less 10%) more effective at AF than the GeForce GTX 650. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 6850 is a better choice, by far. (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 max amount of data (measured in MB per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the card's 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 also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.