Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6870
IntroThe GeForce GTX 550 Ti has a clock frequency of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also uses a 192-bit bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 24 ROPs.
Compare those specifications to the Radeon HD 6870, which comes with GPU clock speed of 900 MHz, and 1024 MB of GDDR5 RAM running at 1050 MHz through a 256-bit bus. It also is comprised of 1120 Stream Processors, 56 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6870 should theoretically perform much faster than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe Radeon HD 6870 should be quite a bit (more or less 75%) faster with regards to anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6870 is a better choice, 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: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.