Compare any two graphics cards:
GeForce GTX 480 vs Radeon HD 6850
IntroThe GeForce GTX 480 comes with clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 memory. It features 480 SPUs along with 60 TAUs and 48 ROPs.
Compare those specs to the Radeon HD 6850, which has a clock frequency of 775 MHz and a GDDR5 memory frequency of 1000 MHz. It also makes use of a 256-bit memory bus, and makes use of a 40 nm design. It is made up of 960 SPUs, 48 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 480 should perform quite a bit faster than the Radeon HD 6850 in general. (explain)
Texel RateThe GeForce GTX 480 should be a small bit (more or less 13%) more effective at AF than the Radeon HD 6850. (explain)
Pixel RateThe GeForce GTX 480 will be a lot (about 35%) faster with regards to anti-aliasing than the Radeon HD 6850, and also will be able to handle higher screen resolutions better. (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 max amount of information (counted in MB per second) that can be transported over the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it must 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number 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 filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.