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Compare any two graphics cards:
GeForce GTX 260 vs Radeon HD 6850
IntroThe GeForce GTX 260 features a GPU core clock speed of 576 MHz, and the 896 MB of GDDR3 RAM runs at 999 MHz through a 448-bit bus. It also features 192 SPUs, 64 Texture Address Units, and 28 ROPs.
Compare those specs to the Radeon HD 6850, which has a core clock frequency of 775 MHz and a GDDR5 memory speed of 1000 MHz. It also features a 256-bit memory bus, and uses a 40 nm design. It is made up of 960 SPUs, 48 Texture Address Units, and 32 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 6850 is 14% faster than the GeForce GTX 260 in general, because of its higher data rate. (explain)
Texel RateThe Radeon HD 6850 is just a bit (more or less 1%) faster with regards to anisotropic filtering than the GeForce GTX 260. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6850 is the winner, and very much so. (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 data (in units of MB per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the video 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 the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure 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 drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.