Compare any two graphics cards:
GeForce GTX 260 216SP 55 nm vs Radeon HD 6870
IntroThe GeForce GTX 260 216SP 55 nm has a GPU core clock speed of 576 MHz, and the 896 MB of GDDR3 RAM runs at 999 MHz through a 448-bit bus. It also is made up of 216 Stream Processors, 72 Texture Address Units, and 28 ROPs.Compare all that to the Radeon HD 6870, which features a core clock frequency of 900 MHz and a GDDR5 memory speed of 1050 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It features 1120 SPUs, 56 TAUs, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthIn theory, the Radeon HD 6870 should be a small bit faster than the GeForce GTX 260 216SP 55 nm overall. (explain)
Texel RateThe Radeon HD 6870 is a lot (about 22%) better at AF than the GeForce GTX 260 216SP 55 nm. (explain)
Pixel RateIf using lots of anti-aliasing 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. 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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.
|
Comments
Be the first to leave a comment!