Compare any two graphics cards:
GeForce GTX 460 1GB vs Radeon HD 6870
IntroThe GeForce GTX 460 1GB has a core clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare all of that to the Radeon HD 6870, which has a core clock speed of 900 MHz and a GDDR5 memory speed of 1050 MHz. It also features a 256-bit bus, and uses a 40 nm design. It is made up of 1120 SPUs, 56 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 6870 should theoretically be a bit superior to the GeForce GTX 460 1GB overall. (explain)
Texel RateThe Radeon HD 6870 is a lot (more or less 33%) more effective at texture filtering than the GeForce GTX 460 1GB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6870 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the bus width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the 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 texture map elements (texels) that are processed per second. This number is calculated by multiplying the total amount of texture units 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs 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 output 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 maximum fill rate.