Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 4790
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has set the core speed at 576 MHz. The GDDR3 memory is set to run at a speed of 999 MHz on this specific model. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.Compare all that to the Radeon HD 4790, which uses a 55 nm design. ATi has set the core speed at 600 MHz. The GDDR5 memory runs at a frequency of 800 MHz on this particular card. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksMemory BandwidthThe GeForce GTX 260 should in theory perform a small bit faster than the Radeon HD 4790 in general. (explain)
Texel RateThe GeForce GTX 260 will be a lot (more or less 92%) more effective at texture filtering than the Radeon HD 4790. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 260 is the winner, by far. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved across the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum amount 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 clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second. Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.
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