Compare any two graphics cards:
GeForce GTX 650 Ti vs Radeon HD 6870
IntroThe GeForce GTX 650 Ti features a core clock speed of 928 MHz and a GDDR5 memory frequency of 1350 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is comprised of 768 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare those specs to the Radeon HD 6870, which features GPU core speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1050 MHz through a 256-bit bus. It also features 1120 SPUs, 56 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6870 should be a lot faster than the GeForce GTX 650 Ti in general. (explain)
Texel RateThe GeForce GTX 650 Ti will be a small bit (about 18%) more effective at AF than the Radeon HD 6870. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 6870 is superior to the GeForce GTX 650 Ti, and very much so. (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 (in units of megabytes per second) that can be transported past the external memory interface within a second. The number is worked out by multiplying the interface width by its memory speed. If the card has 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 faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the 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 number of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.