Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6970
IntroThe GeForce GTX 260 comes with a GPU core speed of 576 MHz, and the 896 MB of GDDR3 memory is set to run at 999 MHz through a 448-bit bus. It also is comprised of 192 SPUs, 64 TAUs, and 28 ROPs.
Compare all that to the Radeon HD 6970, which comes with GPU clock speed of 880 MHz, and 2048 MB of GDDR5 RAM running at 1375 MHz through a 256-bit bus. It also features 1536 SPUs, 96 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6970 should in theory perform much faster than the GeForce GTX 260 in general. (explain)
Texel RateThe Radeon HD 6970 is much (more or less 129%) faster with regards to anisotropic filtering than the GeForce GTX 260. (explain)
Pixel RateIf running with lots of anti-aliasing 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.
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 (counted in MB per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the bus width by its memory clock speed. If it uses DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, 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 most pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.