Compare any two graphics cards:
Geforce GTX 760 vs Radeon R9 270
IntroThe Geforce GTX 760 has core clock speeds of 980 MHz on the GPU, and 1502 MHz on the 2048 MB of GDDR5 memory. It features 1152 SPUs as well as 96 TAUs and 32 ROPs.
Compare that to the Radeon R9 270, which makes use of a 28 nm design. AMD has clocked the core speed at 900 MHz. The GDDR5 memory is set to run at a frequency of 1400 MHz on this model. It features 1280 SPUs as well as 80 TAUs and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Geforce GTX 760 should in theory perform a small bit faster than the Radeon R9 270 overall. (explain)
Texel RateThe Geforce GTX 760 should be quite a bit (approximately 31%) better at anisotropic filtering than the Radeon R9 270. (explain)
Pixel RateThe Geforce GTX 760 should be a bit (approximately 9%) better at full screen anti-aliasing than the Radeon R9 270, and should be 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 (in units of MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The higher 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 maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.