Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 6850
IntroThe GeForce GTX 560 Ti has a core clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also features a 256-bit memory bus, and uses a 40 nm design. It is comprised of 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare all that to the Radeon HD 6850, which has clock speeds of 775 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 960 SPUs along with 48 TAUs and 32 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 560 Ti will be 0% quicker than the Radeon HD 6850 in general, due to its greater data rate. (explain)
Texel RateThe GeForce GTX 560 Ti should be a lot (more or less 41%) more effective at anisotropic filtering than the Radeon HD 6850. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 560 Ti is a better choice, though only just barely. (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 MB per second) that can be moved over the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 texture units by the core clock speed of the chip. The higher this number, the better the 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 amount of pixels that the graphics chip could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.