Compare any two graphics cards:
GeForce GTX 480 vs Radeon HD 6850
IntroThe GeForce GTX 480 comes with a core clock frequency of 700 MHz and a GDDR5 memory speed of 924 MHz. It also uses a 384-bit bus, and uses a 40 nm design. It is comprised of 480 SPUs, 60 TAUs, and 48 ROPs.
Compare all of that to the Radeon HD 6850, which makes use of a 40 nm design. ATi has set the core speed at 775 MHz. The GDDR5 RAM works at a frequency of 1000 MHz on this particular card. It features 960 SPUs as well as 48 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480, in theory, should be much faster than the Radeon HD 6850 in general. (explain)
Texel RateThe GeForce GTX 480 will be a small bit (approximately 13%) faster with regards to AF than the Radeon HD 6850. (explain)
Pixel RateThe GeForce GTX 480 should be much (about 35%) better at FSAA than the Radeon HD 6850, and also able to handle higher 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.
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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are 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 this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.