Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 6770 1GB
IntroThe GeForce GTX 650 makes use of a 28 nm design. nVidia has set the core speed at 1058 MHz. The GDDR5 RAM runs at a frequency of 1250 MHz on this model. It features 384 SPUs as well as 32 Texture Address Units and 16 ROPs.
Compare all that to the Radeon HD 6770 1GB, which has clock speeds of 900 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 RAM. It features 800 SPUs as well as 40 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 should in theory be a small bit superior to the Radeon HD 6770 1GB overall. (explain)
Texel RateThe Radeon HD 6770 1GB should be a little bit (more or less 6%) better at texture filtering than the GeForce GTX 650. (explain)
Pixel RateThe GeForce GTX 650 is a bit (approximately 18%) better at anti-aliasing than the Radeon HD 6770 1GB, and capable of handling higher resolutions better. (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 largest amount of data (measured in megabytes per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the interface width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. 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 texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.