Compare any two graphics cards:
GeForce GTX 460 SE vs Radeon HD 6850
IntroThe GeForce GTX 460 SE comes with core speeds of 650 MHz on the GPU, and 850 MHz on the 1024 MB of GDDR5 memory. It features 288 SPUs along with 48 Texture Address Units and 32 Rasterization Operator Units.Compare all that to the Radeon HD 6850, which uses a 40 nm design. ATi has set the core frequency at 775 MHz. The GDDR5 memory is set to run at a frequency of 1000 MHz on this particular model. It features 960 SPUs along with 48 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 6850 should theoretically perform a small bit faster than the GeForce GTX 460 SE overall. (explain)
Texel RateThe Radeon HD 6850 will be a small bit (about 19%) more effective at texture filtering than the GeForce GTX 460 SE. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6850 is a better choice, but it probably won't make a huge difference. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the max amount of data (in units of MB per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second. Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the card's clock speed. 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 many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.
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