Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon R7 240
IntroThe GeForce GTX 560 Ti features a clock speed of 822 MHz and a GDDR5 memory frequency of 1002 MHz. It also uses a 256-bit bus, and uses a 40 nm design. It features 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare all that to the Radeon R7 240, which has a core clock speed of 730 MHz and a DDR3 memory frequency of 900 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It features 320 SPUs, 20 TAUs, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti should theoretically perform quite a bit faster than the Radeon R7 240 overall. (explain)
Texel RateThe GeForce GTX 560 Ti is a lot (approximately 260%) better at anisotropic filtering than the Radeon R7 240. (explain)
Pixel RateThe GeForce GTX 560 Ti will be a lot (approximately 350%) better at anti-aliasing than the Radeon R7 240, 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 maximum amount of information (measured in megabytes per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total number of texture units of the card by the core clock 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 in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 potential to reach the maximum fill rate.