Compare any two graphics cards:
GeForce GTX 650 Ti vs Radeon HD 6870
IntroThe GeForce GTX 650 Ti features a clock speed of 928 MHz and a GDDR5 memory frequency of 1350 MHz. It also makes use of a 128-bit memory bus, and uses a 28 nm design. It is made up of 768 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare those specifications to the Radeon HD 6870, which comes with clock speeds of 900 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 RAM. It features 1120 SPUs as well as 56 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6870 should in theory perform much faster than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe GeForce GTX 650 Ti will be just a bit (about 18%) faster with regards to texture filtering than the Radeon HD 6870. (explain)
Pixel RateThe Radeon HD 6870 should be much (about 94%) more effective at FSAA than the GeForce GTX 650 Ti, and capable of handling higher screen resolutions more effectively. (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 maximum amount of data (counted in MB per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, the result should 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 AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number 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 video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs 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 is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.