Compare any two graphics cards:
GeForce GTX 280 vs Radeon HD 6970
IntroThe GeForce GTX 280 comes with a core clock frequency of 602 MHz and a GDDR3 memory frequency of 1107 MHz. It also features a 512-bit memory bus, and makes use of a 65 nm design. It is made up of 240 SPUs, 80 Texture Address Units, and 32 ROPs.
Compare all of that to the Radeon HD 6970, which uses a 40 nm design. AMD has clocked the core speed at 880 MHz. The GDDR5 RAM runs at a frequency of 1375 MHz on this model. It features 1536 SPUs as well as 96 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 6970 should theoretically be quite a bit superior to the GeForce GTX 280 in general. (explain)
Texel RateThe Radeon HD 6970 should be much (more or less 75%) better at anisotropic filtering than the GeForce GTX 280. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 6970 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: Memory bandwidth is the max amount of information (measured in MB per second) that can be transported over the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video 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 most pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.