Compare any two graphics cards:
GeForce GTX 650 Ti vs Radeon HD 6870
IntroThe GeForce GTX 650 Ti comes with a core clock frequency 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 comprised of 768 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare that to the Radeon HD 6870, which comes with a core clock speed of 900 MHz and a GDDR5 memory frequency of 1050 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It features 1120 SPUs, 56 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6870 should be quite a bit faster than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe GeForce GTX 650 Ti is a little bit (more or less 18%) more effective at texture filtering than the Radeon HD 6870. (explain)
Pixel RateThe Radeon HD 6870 will be a lot (more or less 94%) more effective at AA than the GeForce GTX 650 Ti, and will be capable of handling higher screen 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: Bandwidth is the max amount of information (counted in MB per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total amount of texture units 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 most pixels that the graphics chip could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel 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.