Compare any two graphics cards:
GeForce GTS 150 vs Radeon HD 6870
IntroThe GeForce GTS 150 has a clock frequency of 740 MHz and a GDDR3 memory speed of 500 MHz. It also features a 256-bit memory bus, and makes use of a 55 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
Compare that to the Radeon HD 6870, which features a clock speed of 900 MHz and a GDDR5 memory frequency of 1050 MHz. It also uses a 256-bit memory bus, and uses a 40 nm design. It features 1120 SPUs, 56 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6870 is 320% faster than the GeForce GTS 150 overall, because of its higher data rate. (explain)
Texel RateThe Radeon HD 6870 is a small bit (about 6%) better at anisotropic filtering than the GeForce GTS 150. (explain)
Pixel RateIf running with a high resolution is important to you, then the Radeon HD 6870 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.
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 information (measured in megabytes per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 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 AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number 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 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 - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.