Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 7750
IntroThe GeForce GTX 550 Ti has a core clock frequency of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also makes use of a 192-bit bus, and uses a 40 nm design. It features 192 SPUs, 32 TAUs, and 24 ROPs.
Compare all that to the Radeon HD 7750, which uses a 28 nm design. AMD has set the core speed at 800 MHz. The GDDR5 RAM is set to run at a speed of 1125 MHz on this specific card. It features 512 SPUs along with 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should theoretically be much faster than the Radeon HD 7750 overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be a little bit (about 13%) more effective at texture filtering than the Radeon HD 7750. (explain)
Pixel RateThe GeForce GTX 550 Ti is quite a bit (more or less 69%) better at anti-aliasing than the Radeon HD 7750, and also will be able to handle higher screen resolutions without slowing down too much. (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 data (counted in MB per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.