Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 4870 2GB
IntroThe GeForce GTX 550 Ti features core speeds of 900 MHz on the GPU, and 1026 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs as well as 32 Texture Address Units and 24 ROPs.
Compare that to the Radeon HD 4870 2GB, which has a GPU core clock speed of 750 MHz, and 2048 MB of GDDR5 RAM set to run at 900 MHz through a 256-bit bus. It also features 800(160x5) Stream Processors, 40 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 4870 2GB should in theory be a bit better than the GeForce GTX 550 Ti in general. (explain)
Texel RateThe Radeon HD 4870 2GB is a small bit (about 4%) more effective at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti should be quite a bit (approximately 80%) faster with regards to anti-aliasing than the Radeon HD 4870 2GB, and able to handle higher screen 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: Bandwidth is the max amount of data (counted in MB per second) that can be transported across the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.