Compare any two graphics cards:
GeForce GTX 560 Ti vs Radeon HD 4870 2GB
IntroThe GeForce GTX 560 Ti makes use of a 40 nm design. nVidia has clocked the core speed at 822 MHz. The GDDR5 memory is set to run at a speed of 1002 MHz on this specific model. It features 384 SPUs as well as 64 Texture Address Units and 32 Rasterization Operator Units.
Compare those specs to the Radeon HD 4870 2GB, which features GPU clock speed of 750 MHz, and 2048 MB of GDDR5 memory set to run 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, in theory, should be just a bit faster than the Radeon HD 4870 2GB overall. (explain)
Texel RateThe GeForce GTX 560 Ti is quite a bit (about 75%) better at texture filtering than the Radeon HD 4870 2GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 560 Ti is superior to the Radeon HD 4870 2GB, by a large margin. (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 data (counted in MB per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the 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 its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.