Compare any two graphics cards:
GeForce GTX 285 1GB vs Radeon HD 6870
IntroThe GeForce GTX 285 1GB has a core clock speed of 648 MHz and a GDDR3 memory speed of 1242 MHz. It also uses a 512-bit bus, and uses a 55 nm design. It is comprised of 240 SPUs, 80 Texture Address Units, and 32 Raster Operation Units.
Compare those specifications to the Radeon HD 6870, which has core 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 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 285 1GB is 18% quicker than the Radeon HD 6870 in general, due to its greater data rate. (explain)
Texel RateThe GeForce GTX 285 1GB should be just a bit (more or less 3%) better at texture filtering than the Radeon HD 6870. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6870 is superior to the GeForce GTX 285 1GB, and very much so. (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 maximum amount of information (in units of megabytes per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units of the card by the core clock 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 processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated 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 drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few 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.