Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon R7 240
IntroThe GeForce GTX 560 Ti uses a 40 nm design. nVidia has clocked the core speed at 822 MHz. The GDDR5 RAM works at a speed of 1002 MHz on this particular card. It features 384 SPUs along with 64 TAUs and 32 Rasterization Operator Units.
Compare all of that to the Radeon R7 240, which uses a 28 nm design. AMD has clocked the core speed at 730 MHz. The DDR3 memory runs at a speed of 900 MHz on this particular model. It features 320 SPUs along with 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 be a lot faster than the Radeon R7 240 in general. (explain)
Texel RateThe GeForce GTX 560 Ti is much (approximately 260%) faster with regards to AF than the Radeon R7 240. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 560 Ti is the winner, by a large margin. (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 (measured in MB per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 applied in one second. This is worked out by multiplying the total amount of texture units of the card 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.