Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 6850
IntroThe GeForce GTX 560 Ti has core speeds of 822 MHz on the GPU, and 1002 MHz on the 1024 MB of GDDR5 memory. It features 384 SPUs along with 64 Texture Address Units and 32 ROPs.
Compare all of that to the Radeon HD 6850, which uses a 40 nm design. AMD has set the core speed at 775 MHz. The GDDR5 memory works at a speed of 1000 MHz on this card. It features 960 SPUs as well as 48 Texture Address Units and 32 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 560 Ti should be a little bit faster than the Radeon HD 6850 in general. (explain)
Texel RateThe GeForce GTX 560 Ti will be much (about 41%) better at texture filtering than the Radeon HD 6850. (explain)
Pixel RateThe GeForce GTX 560 Ti is just a bit (about 6%) better at FSAA than the Radeon HD 6850, and will be able to handle higher resolutions without slowing down too much. (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: Bandwidth is the maximum amount of data (counted in MB per second) that can be transported over the external memory interface in one second. It is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster 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 can be processed per second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at 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 that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines 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 output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.