Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon R7 240
IntroThe GeForce GTX 560 Ti has a clock frequency of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It features 384 SPUs, 64 TAUs, and 32 ROPs.
Compare all that to the Radeon R7 240, which makes use of a 28 nm design. AMD has set the core frequency at 730 MHz. The DDR3 memory runs at a frequency of 900 MHz on this model. It features 320 SPUs as well as 20 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 560 Ti should perform a lot faster than the Radeon R7 240 overall. (explain)
Texel RateThe GeForce GTX 560 Ti will be quite a bit (approximately 260%) more effective at texture filtering than the Radeon R7 240. (explain)
Pixel RateThe GeForce GTX 560 Ti will be a lot (more or less 350%) more effective at AA than the Radeon R7 240, and also will be capable of handling higher resolutions without slowing down too much. (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 (in units of MB per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can 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 ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.