Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6970
IntroThe GeForce GTX 260 makes use of a 65 nm design. nVidia has set the core frequency at 576 MHz. The GDDR3 RAM works at a frequency of 999 MHz on this card. It features 192 SPUs as well as 64 TAUs and 28 ROPs.
Compare that to the Radeon HD 6970, which features a core clock speed of 880 MHz and a GDDR5 memory frequency of 1375 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It is made up of 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)
In theory, the Radeon HD 6970 should be a lot faster than the GeForce GTX 260 overall. (explain)
Texel RateThe Radeon HD 6970 will be a lot (about 129%) better at AF than the GeForce GTX 260. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 6970 is the winner, 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 (in units of megabytes per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka 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, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.