Compare any two graphics cards:
GeForce GTX 950M vs Radeon HD 3870 512MB
IntroThe GeForce GTX 950M uses a 28 nm design. nVidia has clocked the core frequency at 914 MHz. The DDR3 RAM is set to run at a frequency of 1000 MHz on this model. It features 640 SPUs along with 40 TAUs and 16 Rasterization Operator Units.
Compare those specifications to the Radeon HD 3870 512MB, which has clock speeds of 775 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 320(64x5) SPUs along with 16 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 3870 512MB should in theory be much better than the GeForce GTX 950M overall. (explain)
Texel RateThe GeForce GTX 950M should be quite a bit (approximately 195%) better at texture filtering than the Radeon HD 3870 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 950M is the winner, though only just barely. (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 (measured in MB per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the bus width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the 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 amount of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of 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 processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.