Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6850
IntroThe GeForce GTX 650 has clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 memory. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all that to the Radeon HD 6850, which comes with GPU core speed of 775 MHz, and 1024 MB of GDDR5 RAM set to run at 1000 MHz through a 256-bit bus. It also is made up of 960 SPUs, 48 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6850 is 60% quicker than the GeForce GTX 650 in general, due to its greater data rate. (explain)
Texel RateThe Radeon HD 6850 will be a little bit (about 10%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateThe Radeon HD 6850 is much (about 47%) better at FSAA than the GeForce GTX 650, and also should be capable of handling higher resolutions without losing too much performance. (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 maximum amount of data (counted in MB per second) that can be transported over the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it 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 anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka 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, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.