Compare any two graphics cards:
GeForce GTX 280 vs Radeon HD 6970
IntroThe GeForce GTX 280 has a clock frequency of 602 MHz and a GDDR3 memory frequency of 1107 MHz. It also makes use of a 512-bit bus, and uses a 65 nm design. It is comprised of 240 SPUs, 80 Texture Address Units, and 32 ROPs.Compare all that to the Radeon HD 6970, which makes use of a 40 nm design. ATi has set the core speed at 880 MHz. The GDDR5 memory works at a speed of 1375 MHz on this particular card. It features 1536 SPUs as well as 96 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically speaking, the Radeon HD 6970 will be 24% quicker than the GeForce GTX 280 overall, due to its higher data rate. (explain)
Texel RateThe Radeon HD 6970 should be quite a bit (approximately 75%) better at texture filtering than the GeForce GTX 280. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 6970 is a better choice, 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 max amount of data (in units of MB per second) that can be moved over the external memory interface within a second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 processed per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at 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 chip could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core 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 fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.
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