Compare any two graphics cards:
Radeon HD 6850 vs Radeon HD 6870
IntroThe Radeon HD 6850 features a GPU clock speed of 775 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1000 MHz through a 256-bit bus. It also features 960 Stream Processors, 48 Texture Address Units, and 32 ROPs.
Compare those specifications to the Radeon HD 6870, which comes with core clock speeds of 900 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 RAM. It features 1120 SPUs as well as 56 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6870 should theoretically perform a bit faster than the Radeon HD 6850 overall. (explain)
Texel RateThe Radeon HD 6870 is much (about 35%) more effective at anisotropic filtering than the Radeon HD 6850. (explain)
Pixel RateThe Radeon HD 6870 will be a bit (more or less 16%) better at anti-aliasing than the Radeon HD 6850, and should be capable of handling higher resolutions more effectively. (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.
Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The better 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 that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.