Compare any two graphics cards:
GeForce GTX 460 1GB vs Radeon HD 6850
IntroThe GeForce GTX 460 1GB comes with a core clock speed of 675 MHz and a GDDR5 memory speed of 900 MHz. It also features a 256-bit memory bus, and uses a 40 nm design. It features 336 SPUs, 56 Texture Address Units, and 32 Raster Operation Units.
Compare all of that to the Radeon HD 6850, which features a clock speed of 775 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is comprised of 960 SPUs, 48 TAUs, 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 overall, because of its greater bandwidth. (explain)
Texel RateThe GeForce GTX 460 1GB will be a bit (about 2%) better at texture filtering than the Radeon HD 6850. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 6850 is the winner, though not by far. (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 max amount of information (in units of MB per second) that can be moved across the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number 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 applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.