Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6970
IntroThe GeForce GTX 260 has a GPU core clock speed of 576 MHz, and the 896 MB of GDDR3 RAM is set to run at 999 MHz through a 448-bit bus. It also is made up of 192 Stream Processors, 64 TAUs, and 28 Raster Operation Units.
Compare all that to the Radeon HD 6970, which uses a 40 nm design. AMD has set the core speed at 880 MHz. The GDDR5 RAM is set to run at a frequency of 1375 MHz on this card. It features 1536 SPUs as well as 96 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 6970 should in theory be quite a bit better than the GeForce GTX 260 overall. (explain)
Texel RateThe Radeon HD 6970 should be quite a bit (about 129%) better at AF than the GeForce GTX 260. (explain)
Pixel RateThe Radeon HD 6970 is a lot (approximately 75%) more effective at FSAA than the GeForce GTX 260, and also will be able to handle higher resolutions without slowing down too much. (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: Memory bandwidth is the maximum amount of information (measured in megabytes per second) that can be transferred over the external memory interface in one second. The number is calculated by multiplying the interface width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The higher this number, the better the video 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 most pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the clock 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 quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.