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Compare any two graphics cards:
GeForce GTX 970 vs Radeon RX 6600 XT
IntroThe GeForce GTX 970 makes use of a 28 nm design. nVidia has clocked the core frequency at 1050 MHz. The GDDR5 RAM runs at a frequency of 1750 MHz on this model. It features 1664 SPUs along with 104 Texture Address Units and 64 ROPs.
Compare all that to the Radeon RX 6600 XT, which has clock speeds of 1968 MHz on the GPU, and 2000 MHz on the 8192 MB of GDDR6 memory. It features 2048 SPUs along with 128 Texture Address Units and 64 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon RX 6600 XT should perform a small bit faster than the GeForce GTX 970 overall. (explain)
Texel RateThe Radeon RX 6600 XT should be quite a bit (more or less 131%) more effective at anisotropic filtering than the GeForce GTX 970. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon RX 6600 XT is superior to the GeForce GTX 970, 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: Memory bandwidth is the largest amount of information (measured in MB per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the card will be at handling 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 can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. 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 quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.