Compare any two graphics cards:
GeForce GTX 480 vs Radeon HD 6850
IntroThe GeForce GTX 480 has a GPU core speed of 700 MHz, and the 1536 MB of GDDR5 memory runs at 924 MHz through a 384-bit bus. It also is comprised of 480 SPUs, 60 Texture Address Units, and 48 Raster Operation Units.
Compare those specifications to the Radeon HD 6850, which features GPU clock speed of 775 MHz, and 1024 MB of GDDR5 memory set to run at 1000 MHz through a 256-bit bus. It also features 960 SPUs, 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 should in theory perform a lot faster than the Radeon HD 6850 in general. (explain)
Texel RateThe GeForce GTX 480 should be just a bit (more or less 13%) more effective at anisotropic filtering than the Radeon HD 6850. (explain)
Pixel RateThe GeForce GTX 480 is much (approximately 35%) faster with regards to full screen anti-aliasing than the Radeon HD 6850, and also capable of handling higher resolutions more effectively. (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 information (in units of MB per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total number of texture units 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 in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. 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 output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.