Compare any two graphics cards:
GeForce GTX 650 Ti vs Radeon HD 7790
IntroThe GeForce GTX 650 Ti comes with core clock speeds of 928 MHz on the GPU, and 1350 MHz on the 1024 MB of GDDR5 memory. It features 768 SPUs along with 64 TAUs and 16 ROPs.
Compare those specifications to the Radeon HD 7790, which makes use of a 28 nm design. AMD has set the core frequency at 1000 MHz. The GDDR5 RAM works at a speed of 1500 MHz on this card. It features 896 SPUs as well as 56 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7790, in theory, should be a bit faster than the GeForce GTX 650 Ti overall. (explain)
Texel RateThe GeForce GTX 650 Ti should be a bit (more or less 6%) better at texture filtering than the Radeon HD 7790. (explain)
Pixel RateThe Radeon HD 7790 is a small bit (more or less 8%) faster with regards to anti-aliasing than the GeForce GTX 650 Ti, and also should be able to handle higher screen resolutions better. (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 information (measured in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, 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 most pixels the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.