Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon R9 270X
IntroThe GeForce GTX 660 Ti features clock speeds of 915 MHz on the GPU, and 1500 MHz on the 2048 MB of GDDR5 RAM. It features 1344 SPUs along with 112 Texture Address Units and 24 Rasterization Operator Units.
Compare all of that to the Radeon R9 270X, which has GPU core speed of 1000 MHz, and 2048 MB of GDDR5 memory set to run at 1400 MHz through a 256-bit bus. It also is made up of 1280 SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon R9 270X should in theory be much better than the GeForce GTX 660 Ti overall. (explain)
Texel RateThe GeForce GTX 660 Ti will be much (more or less 28%) better at anisotropic filtering than the Radeon R9 270X. (explain)
Pixel RateThe Radeon R9 270X will be quite a bit (more or less 46%) better at FSAA than the GeForce GTX 660 Ti, and also able to handle higher 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: Bandwidth is the max amount of information (measured in MB per second) that can be moved past the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the video 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 maximum number of pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. 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 lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.