Compare any two graphics cards:
GeForce GTX 285 1GB vs Radeon HD 6850
IntroThe GeForce GTX 285 1GB uses a 55 nm design. nVidia has clocked the core frequency at 648 MHz. The GDDR3 memory runs at a frequency of 1242 MHz on this particular model. It features 240 SPUs as well as 80 TAUs and 32 Rasterization Operator Units.
Compare those specs to the Radeon HD 6850, which features core speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 960 SPUs as well as 48 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 285 1GB, in theory, should perform much faster than the Radeon HD 6850 in general. (explain)
Texel RateThe GeForce GTX 285 1GB will be quite a bit (about 39%) faster with regards to anisotropic filtering than the Radeon HD 6850. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6850 is the winner, though not 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.
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 max amount of information (counted in MB per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units of the card 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 most pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.