Compare any two graphics cards:
GeForce GTX 460 1GB vs Radeon HD 6850
IntroThe GeForce GTX 460 1GB features a GPU core speed of 675 MHz, and the 1024 MB of GDDR5 RAM is set to run at 900 MHz through a 256-bit bus. It also is made up of 336 SPUs, 56 Texture Address Units, and 32 ROPs.
Compare all of that to the Radeon HD 6850, which features clock speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 960 SPUs along with 48 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6850, in theory, should perform a bit faster than the GeForce GTX 460 1GB overall. (explain)
Texel RateThe GeForce GTX 460 1GB is just a bit (approximately 2%) faster with regards to texture filtering than the Radeon HD 6850. (explain)
Pixel RateThe Radeon HD 6850 is a little bit (about 15%) faster with regards to full screen anti-aliasing than the GeForce GTX 460 1GB, and will be capable of handling higher screen resolutions while still performing well. (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 information (counted in megabytes per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it must 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be 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 better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.