Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6970
IntroThe GeForce GTX 260 features core speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 RAM. It features 192 SPUs as well as 64 TAUs and 28 ROPs.
Compare that to the Radeon HD 6970, which comes with clock 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 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6970 should perform a lot faster than the GeForce GTX 260 in general. (explain)
Texel RateThe Radeon HD 6970 is quite a bit (approximately 129%) faster with regards to anisotropic filtering than the GeForce GTX 260. (explain)
Pixel RateThe Radeon HD 6970 should be much (approximately 75%) better at FSAA than the GeForce GTX 260, and able to handle higher resolutions better. (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 data (measured in MB per second) that can be moved past the external memory interface within a second. The number is calculated by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it should 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 number of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The number 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 output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.