Compare any two graphics cards:
GeForce GTX 480 vs Radeon HD 6850
IntroThe GeForce GTX 480 has clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 memory. It features 480 SPUs as well as 60 TAUs and 48 Rasterization Operator Units.
Compare all that to the Radeon HD 6850, which uses a 40 nm design. AMD has clocked the core speed at 775 MHz. The GDDR5 RAM works at a speed of 1000 MHz on this specific card. It features 960 SPUs as well as 48 TAUs and 32 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 480 should in theory be quite a bit faster than the Radeon HD 6850 overall. (explain)
Texel RateThe GeForce GTX 480 is a bit (approximately 13%) better at 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 also will be capable of handling higher resolutions while still performing well. (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 (in units of megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. 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 number of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the core 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 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 maximum fill rate.