Compare any two graphics cards:
Radeon HD 6770 vs Radeon HD 6870
IntroThe Radeon HD 6770 features a core clock frequency of 900 MHz and a GDDR5 memory frequency of 1050 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 800 SPUs, 40 Texture Address Units, and 16 Raster Operation Units.
Compare that to the Radeon HD 6870, which comes with clock speeds of 900 MHz on the GPU, and 1050 MHz on the 1024 MB of GDDR5 memory. It features 1120 SPUs as well as 56 Texture Address Units and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 6870 should perform quite a bit faster than the Radeon HD 6770 in general. (explain)
Texel RateThe Radeon HD 6870 will be a lot (approximately 40%) faster with regards to texture filtering than the Radeon HD 6770. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 6870 is the winner, by a large margin. (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: Bandwidth is the max amount of data (counted in MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total 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 applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs 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 fill rate is also dependant on many 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.