Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon R7 240
IntroThe GeForce GTX 560 Ti makes use of a 40 nm design. nVidia has set the core frequency at 822 MHz. The GDDR5 RAM works at a frequency of 1002 MHz on this model. It features 384 SPUs as well as 64 Texture Address Units and 32 Rasterization Operator Units.
Compare that to the Radeon R7 240, which makes use of a 28 nm design. AMD has set the core speed at 730 MHz. The DDR3 memory is set to run at a frequency of 900 MHz on this card. It features 320 SPUs as well as 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 a lot faster than the Radeon R7 240 in general. (explain)
Texel RateThe GeForce GTX 560 Ti should be quite a bit (about 260%) more effective at anisotropic filtering than the Radeon R7 240. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 560 Ti is a better choice, and very much so. (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 largest amount of information (in units of MB per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.