Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6770 1GB
IntroThe GeForce GTX 650 uses a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 memory is set to run at a frequency of 1250 MHz on this card. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare that to the Radeon HD 6770 1GB, which comes with a clock speed of 900 MHz and a GDDR5 memory speed of 1050 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is made up of 800 SPUs, 40 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 should be a bit faster than the Radeon HD 6770 1GB in general. (explain)
Texel RateThe Radeon HD 6770 1GB is just a bit (more or less 6%) better at anisotropic filtering than the GeForce GTX 650. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 650 is a better choice, not by a very large margin though. (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: Bandwidth is the max amount of information (in units of MB per second) that can be transferred across the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 texture map elements (texels) that are processed in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many 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.