Compare any two graphics cards:
GeForce GTX 480 vs Radeon HD 6850
IntroThe GeForce GTX 480 comes with a core clock speed of 700 MHz and a GDDR5 memory speed of 924 MHz. It also features a 384-bit memory bus, and uses a 40 nm design. It features 480 SPUs, 60 TAUs, and 48 ROPs.
Compare all of that to the Radeon HD 6850, which features core clock speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 RAM. It features 960 SPUs as well as 48 TAUs and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 480 should theoretically be quite a bit superior to the Radeon HD 6850 overall. (explain)
Texel RateThe GeForce GTX 480 is just a bit (about 13%) faster with regards to anisotropic filtering than the Radeon HD 6850. (explain)
Pixel RateThe GeForce GTX 480 is much (about 35%) more effective at FSAA than the Radeon HD 6850, and will be capable of handling higher resolutions without slowing down too much. (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 largest amount of data (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the 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 higher the card's memory bandwidth, 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 amount of texture units of the card by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.