Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6970
IntroThe GeForce GTX 260 has a clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also features a 448-bit bus, and makes use of a 65 nm design. It features 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Compare those specs to the Radeon HD 6970, which features core speeds of 880 MHz on the GPU, and 1375 MHz on the 2048 MB of GDDR5 memory. It features 1536 SPUs as well as 96 Texture Address Units and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6970 is 57% faster than the GeForce GTX 260 in general, due to its higher bandwidth. (explain)
Texel RateThe Radeon HD 6970 should be quite a bit (approximately 129%) more effective at texture filtering than the GeForce GTX 260. (explain)
Pixel RateThe Radeon HD 6970 will be a lot (approximately 75%) faster with regards to full screen anti-aliasing than the GeForce GTX 260, and will be capable of handling higher resolutions more effectively. (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.
Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be moved across the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.