Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 4870 2GB
IntroThe GeForce GTX 560 Ti has a core clock frequency of 822 MHz and a GDDR5 memory speed of 1002 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It features 384 SPUs, 64 Texture Address Units, and 32 ROPs.
Compare all of that to the Radeon HD 4870 2GB, which has GPU core speed of 750 MHz, and 2048 MB of GDDR5 RAM running at 900 MHz through a 256-bit bus. It also is comprised of 800(160x5) Stream Processors, 40 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 560 Ti should in theory be a small bit faster than the Radeon HD 4870 2GB overall. (explain)
Texel RateThe GeForce GTX 560 Ti will be a lot (about 75%) more effective at texture filtering than the Radeon HD 4870 2GB. (explain)
Pixel RateThe GeForce GTX 560 Ti is a lot (approximately 119%) more effective at AA than the Radeon HD 4870 2GB, and also will be able to handle 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 largest amount of data (counted in megabytes per second) that can be moved across the external memory interface in a second. The number is calculated by multiplying the interface width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units of the card by the core clock 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 per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.