Compare any two graphics cards:
GeForce GTX 650 Ti vs Radeon HD 6870
IntroThe GeForce GTX 650 Ti features a clock frequency of 928 MHz and a GDDR5 memory frequency of 1350 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is made up of 768 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare all of that to the Radeon HD 6870, which makes use of a 40 nm design. AMD has set the core speed at 900 MHz. The GDDR5 memory works at a speed of 1050 MHz on this particular model. It features 1120 SPUs along with 56 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6870 should theoretically be much faster than the GeForce GTX 650 Ti overall. (explain)
Texel RateThe GeForce GTX 650 Ti should be just a bit (about 18%) more effective at texture filtering than the Radeon HD 6870. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 6870 is the winner, by a large margin. (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 data (measured in MB per second) that can be moved over the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units of the card by the core 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 applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.