Compare any two graphics cards:
GeForce GTX 460 1GB vs Radeon HD 6850
IntroThe GeForce GTX 460 1GB has a GPU core speed of 675 MHz, and the 1024 MB of GDDR5 memory runs at 900 MHz through a 256-bit bus. It also features 336 SPUs, 56 TAUs, and 32 ROPs.
Compare all of that to the Radeon HD 6850, which comes with a core clock speed of 775 MHz and a GDDR5 memory speed of 1000 MHz. It also uses a 256-bit memory bus, and uses a 40 nm design. It is made up of 960 SPUs, 48 Texture Address Units, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 6850 is 11% quicker than the GeForce GTX 460 1GB in general, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 460 1GB is a bit (about 2%) faster with regards to texture filtering than the Radeon HD 6850. (explain)
Pixel RateThe Radeon HD 6850 is a small bit (approximately 15%) more effective at AA than the GeForce GTX 460 1GB, and also should be able to handle higher screen resolutions without losing too much performance. (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.
Memory Bandwidth: Bandwidth is the max amount of data (in units of megabytes per second) that can be transferred past the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that are processed per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.