Compare any two graphics cards:
GeForce GT 320 vs Radeon HD 7950
IntroThe GeForce GT 320 features clock speeds of 540 MHz on the GPU, and 790 MHz on the 1024 MB of GDDR3 RAM. It features 72 SPUs along with 24 Texture Address Units and 8 ROPs.Compare all that to the Radeon HD 7950, which features core speeds of 800 MHz on the GPU, and 1250 MHz on the 1536 MB of GDDR5 memory. It features 1792 SPUs along with 112 Texture Address Units and 32 Rasterization Operator Units.
Display Graphs
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the Radeon HD 7950 should be a lot faster than the GeForce GT 320 in general. (explain)
Texel RateThe Radeon HD 7950 is quite a bit (about 591%) faster with regards to anisotropic filtering than the GeForce GT 320. (explain)
Pixel RateThe Radeon HD 7950 will be much (more or less 493%) more effective at AA than the GeForce GT 320, and also capable of handling 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. Price Comparison
Display Prices
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. Specifications
Display Specifications
Memory Bandwidth: Bandwidth is the maximum amount of data (counted in MB per second) that can be transferred over the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better 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 can be applied per second. This figure is calculated by multiplying the total amount of texture units of the card by the core 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 in a second. Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
Display Prices
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.
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