Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6850
IntroThe GeForce GTX 650 comes with a GPU core clock speed of 1058 MHz, and the 2048 MB of GDDR5 RAM runs at 1250 MHz through a 128-bit bus. It also is made up of 384 SPUs, 32 TAUs, and 16 ROPs.
Compare all of that to the Radeon HD 6850, which has a clock frequency of 775 MHz and a GDDR5 memory speed of 1000 MHz. It also uses a 256-bit bus, and uses a 40 nm design. It is made up of 960 SPUs, 48 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 6850 should theoretically be quite a bit better than the GeForce GTX 650 in general. (explain)
Texel RateThe Radeon HD 6850 should be a little bit (approximately 10%) faster with regards to AF than the GeForce GTX 650. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6850 is a better choice, and very much so. (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 moved past the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This figure is worked out by multiplying the total texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs 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 fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.