Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon R7 240
IntroThe GeForce GTX 560 Ti has a GPU core clock speed of 822 MHz, and the 1024 MB of GDDR5 memory is set to run at 1002 MHz through a 256-bit bus. It also is made up of 384 Stream Processors, 64 TAUs, and 32 Raster Operation Units.
Compare all that to the Radeon R7 240, which comes with a GPU core clock speed of 730 MHz, and 2048 MB of DDR3 memory set to run at 900 MHz through a 128-bit bus. It also features 320 Stream Processors, 20 Texture Address Units, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 Ti should perform much faster than the Radeon R7 240 in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be a lot (approximately 260%) more effective at texture filtering than the Radeon R7 240. (explain)
Pixel RateThe GeForce GTX 560 Ti is much (about 350%) better at FSAA than the Radeon R7 240, and also capable of handling higher resolutions while still performing well. (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 maximum amount of data (measured in MB per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total amount of texture units by the core 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 per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.