Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6850
IntroThe GeForce GTX 550 Ti has a GPU core speed of 900 MHz, and the 1024 MB of GDDR5 memory is set to run at 1026 MHz through a 192-bit bus. It also features 192 Stream Processors, 32 Texture Address Units, and 24 ROPs.
Compare those specs to the Radeon HD 6850, which comes with a GPU core clock speed of 775 MHz, and 1024 MB of GDDR5 RAM set to run at 1000 MHz through a 256-bit bus. It also features 960 SPUs, 48 TAUs, and 32 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 6850 should be 30% quicker than the GeForce GTX 550 Ti in general, because of its greater bandwidth. (explain)
Texel RateThe Radeon HD 6850 should be quite a bit (approximately 29%) faster with regards to texture filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 6850 is superior to the GeForce GTX 550 Ti, though not 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 largest amount of information (in units of megabytes per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the bus width by its memory speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.