Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 6850
IntroThe GeForce GTX 560 Ti has a GPU core speed of 822 MHz, and the 1024 MB of GDDR5 RAM runs at 1002 MHz through a 256-bit bus. It also is made up of 384 Stream Processors, 64 TAUs, and 32 Raster Operation Units.
Compare all of that to the Radeon HD 6850, which comes with a clock frequency of 775 MHz and a GDDR5 memory speed of 1000 MHz. It also uses a 256-bit bus, and makes use of a 40 nm design. It features 960 SPUs, 48 Texture Address Units, and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 560 Ti should be a small bit faster than the Radeon HD 6850 in general. (explain)
Texel RateThe GeForce GTX 560 Ti will be much (more or less 41%) faster with regards to texture filtering than the Radeon HD 6850. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 560 Ti is a better choice, though not by far. (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 largest amount of information (counted in megabytes per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR 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 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 applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.