Compare any two graphics cards:
GeForce GTX 275 vs Radeon HD 6850
IntroThe GeForce GTX 275 features a core clock frequency of 633 MHz and a GDDR3 memory speed of 1134 MHz. It also features a 448-bit memory bus, and makes use of a 55 nm design. It is comprised of 240 SPUs, 80 TAUs, and 28 ROPs.Compare those specifications to the Radeon HD 6850, which features a GPU core clock speed of 775 MHz, and 1024 MB of GDDR5 RAM set to run at 1000 MHz through a 256-bit bus. It also is made up of 960 SPUs, 48 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 6850 should in theory perform a small bit faster than the GeForce GTX 275 overall. (explain)
Texel RateThe GeForce GTX 275 should be much (approximately 36%) more effective at texture filtering than the Radeon HD 6850. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 6850 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: Bandwidth is the largest amount of data (in units of megabytes per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the interface width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total amount of texture units by the core 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 one second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.
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