Compare any two graphics cards:
Geforce GTX 760 vs Radeon HD 7950 3GB
IntroThe Geforce GTX 760 comes with core speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 1152 SPUs as well as 96 Texture Address Units and 32 ROPs.
Compare that to the Radeon HD 7950 3GB, which has a core clock frequency of 800 MHz and a GDDR5 memory frequency of 1250 MHz. It also uses a 384-bit memory bus, and uses a 28 nm design. It is comprised of 1792 SPUs, 112 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 7950 3GB should be much faster than the Geforce GTX 760 in general. (explain)
Texel RateThe Geforce GTX 760 will be just a bit (about 5%) better at AF than the Radeon HD 7950 3GB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Geforce GTX 760 is a better choice, by far. (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 across the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.