Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6970
IntroThe GeForce GTX 260 uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 memory works at a frequency of 999 MHz on this card. It features 192 SPUs along with 64 TAUs and 28 ROPs.
Compare that to the Radeon HD 6970, which features a GPU core clock speed of 880 MHz, and 2048 MB of GDDR5 memory running at 1375 MHz through a 256-bit bus. It also features 1536 SPUs, 96 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6970, in theory, should be a lot faster than the GeForce GTX 260 overall. (explain)
Texel RateThe Radeon HD 6970 is quite a bit (more or less 129%) more effective at AF than the GeForce GTX 260. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 6970 is a better choice, and very much so. (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 maximum amount of information (in units of megabytes per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the 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 maximum amount of pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.