Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6850
IntroThe GeForce GTX 650 features clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs along with 32 TAUs and 16 ROPs.
Compare those specifications to the Radeon HD 6850, which has a GPU core clock speed of 775 MHz, and 1024 MB of GDDR5 memory set to run at 1000 MHz through a 256-bit bus. It also features 960 SPUs, 48 Texture Address Units, and 32 Raster Operation Units.
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 will be a small bit (more or less 10%) better at AF than the GeForce GTX 650. (explain)
Pixel RateThe Radeon HD 6850 will be a lot (approximately 47%) more effective at full screen anti-aliasing than the GeForce GTX 650, and also should be able to handle higher 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 max amount of information (counted in MB per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 can be processed per second. This is calculated by multiplying the total number of texture units of the card 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 maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.