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Radeon HD 7750 vs Radeon HD 7950

Intro

The Radeon HD 7750 features a core clock frequency of 800 MHz and a GDDR5 memory speed of 1125 MHz. It also uses a 128-bit memory bus, and uses a 28 nm design. It is comprised of 512 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.

Compare that to the Radeon HD 7950, which has clock speeds of 800 MHz on the GPU, and 1250 MHz on the 1536 MB of GDDR5 memory. It features 1792 SPUs as well as 112 TAUs and 32 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 7750 55 Watts
Radeon HD 7950 200 Watts
Difference: 145 Watts (264%)

Memory Bandwidth

The Radeon HD 7950 should theoretically perform quite a bit faster than the Radeon HD 7750 overall. (explain)

Radeon HD 7950 240000 MB/sec
Radeon HD 7750 72000 MB/sec
Difference: 168000 (233%)

Texel Rate

The Radeon HD 7950 is quite a bit (about 250%) more effective at texture filtering than the Radeon HD 7750. (explain)

Radeon HD 7950 89600 Mtexels/sec
Radeon HD 7750 25600 Mtexels/sec
Difference: 64000 (250%)

Pixel Rate

If running with high levels of AA is important to you, then the Radeon HD 7950 is a better choice, by a large margin. (explain)

Radeon HD 7950 25600 Mpixels/sec
Radeon HD 7750 12800 Mpixels/sec
Difference: 12800 (100%)

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

Radeon HD 7750

Amazon.com

Radeon HD 7950

Amazon.com

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

Model Radeon HD 7750 Radeon HD 7950
Manufacturer AMD AMD
Year February 2012 January 2012
Code Name Cape Verde Pro Tahiti Pro
Fab Process 28 nm 28 nm
Bus PCIe 3.0 x16 PCIe 3.0 x16
Memory 1024 MB 1536 MB
Core Speed 800 MHz 800 MHz
Shader Speed N/A MHz (N/A) MHz
Memory Speed 1125 MHz (4500 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 512 1792
Texture Mapping Units 32 112
Render Output Units 16 32
Bus Type GDDR5 GDDR5
Bus Width 128-bit 384-bit
DirectX Version DirectX 11.1 DirectX 11.1
OpenGL Version OpenGL 4.2 OpenGL 4.2
Power (Max TDP) 55 watts 200 watts
Shader Model 5.0 5.0
Bandwidth 72000 MB/sec 240000 MB/sec
Texel Rate 25600 Mtexels/sec 89600 Mtexels/sec
Pixel Rate 12800 Mpixels/sec 25600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be moved past the external memory interface in a second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, 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 in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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