Compare any two graphics cards:
GeForce GTX 660 Ti vs Radeon R9 270X
IntroThe GeForce GTX 660 Ti comes with a core clock speed of 915 MHz and a GDDR5 memory speed of 1500 MHz. It also features a 192-bit memory bus, and uses a 28 nm design. It is made up of 1344 SPUs, 112 TAUs, and 24 Raster Operation Units.
Compare those specs to the Radeon R9 270X, which uses a 28 nm design. AMD has set the core frequency at 1000 MHz. The GDDR5 RAM is set to run at a frequency of 1400 MHz on this particular card. It features 1280 SPUs along with 80 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon R9 270X should be a lot faster than the GeForce GTX 660 Ti in general. (explain)
Texel RateThe GeForce GTX 660 Ti is a lot (about 28%) more effective at texture filtering than the Radeon R9 270X. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon R9 270X is a better choice, 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 largest amount of data (counted in MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, 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 maximum number of pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.