Compare any two graphics cards:
GeForce GTX 650 Ti vs Radeon HD 7870
IntroThe GeForce GTX 650 Ti features a core clock speed of 928 MHz and a GDDR5 memory frequency of 1350 MHz. It also features a 128-bit bus, and uses a 28 nm design. It is made up of 768 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare those specifications to the Radeon HD 7870, which has a core clock frequency of 1000 MHz and a GDDR5 memory speed of 1200 MHz. It also makes use of a 256-bit bus, and uses a 28 nm design. It features 1280 SPUs, 80 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7870 should theoretically be a lot faster than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe Radeon HD 7870 is a lot (approximately 35%) better at AF than the GeForce GTX 650 Ti. (explain)
Pixel RateThe Radeon HD 7870 is a lot (approximately 116%) better at full screen anti-aliasing than the GeForce GTX 650 Ti, and also will be able to handle higher resolutions while still performing well. (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 data (measured in MB per second) that can be transported past the external memory interface in one second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record 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 drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.