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 RAM runs at a speed of 999 MHz on this model. It features 192 SPUs along with 64 Texture Address Units and 28 ROPs.
Compare that to the Radeon HD 6970, which comes with a GPU core clock speed of 880 MHz, and 2048 MB of GDDR5 memory set to run at 1375 MHz through a 256-bit bus. It also is made up of 1536 SPUs, 96 Texture Address Units, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 6970 should be a lot faster than the GeForce GTX 260 overall. (explain)
Texel RateThe Radeon HD 6970 is a lot (more or less 129%) more effective at anisotropic filtering than the GeForce GTX 260. (explain)
Pixel RateThe Radeon HD 6970 is a lot (approximately 75%) better at FSAA than the GeForce GTX 260, and also will be capable of handling higher resolutions while still performing well. (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 data (measured in megabytes per second) that can be moved across the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one 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. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.