Compare any two graphics cards:
GeForce GTX 460 1GB vs Radeon HD 6870
IntroThe GeForce GTX 460 1GB features core clock speeds of 675 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR5 memory. It features 336 SPUs as well as 56 Texture Address Units and 32 ROPs.
Compare that to the Radeon HD 6870, which uses a 40 nm design. AMD has set the core frequency at 900 MHz. The GDDR5 memory runs at a frequency of 1050 MHz on this particular card. It features 1120 SPUs along with 56 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 6870 should be just a bit faster than the GeForce GTX 460 1GB in general. (explain)
Texel RateThe Radeon HD 6870 will be a lot (approximately 33%) faster with regards to anisotropic filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 6870 is superior to the GeForce GTX 460 1GB, and very much so. (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 (in units of megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better 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 amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total amount of texture units 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 in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.