Compare any two graphics cards:
GeForce GTX 650 Ti vs Radeon HD 7870
IntroThe GeForce GTX 650 Ti uses a 28 nm design. nVidia has set the core speed at 928 MHz. The GDDR5 memory is set to run at a frequency of 1350 MHz on this card. It features 768 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the Radeon HD 7870, which has GPU clock speed of 1000 MHz, and 2048 MB of GDDR5 RAM running at 1200 MHz through a 256-bit bus. It also is comprised of 1280 Stream Processors, 80 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 7870 should in theory be much superior to the GeForce GTX 650 Ti in general. (explain)
Texel RateThe Radeon HD 7870 is quite a bit (more or less 35%) better at texture filtering than the GeForce GTX 650 Ti. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 7870 is the winner, by far. (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 transported over the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If 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 can be applied in one second. This is calculated by multiplying the total texture units of the card by the core 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.