Compare any two graphics cards:
GeForce GTX 580 vs Radeon HD 7750
IntroThe GeForce GTX 580 makes use of a 40 nm design. nVidia has clocked the core speed at 772 MHz. The GDDR5 memory is set to run at a speed of 1002 MHz on this specific card. It features 512 SPUs as well as 64 Texture Address Units and 48 Rasterization Operator Units.
Compare those specifications to the Radeon HD 7750, which features a clock frequency of 800 MHz and a GDDR5 memory speed of 1125 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is made up of 512 SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 580 should theoretically be quite a bit faster than the Radeon HD 7750 overall. (explain)
Texel RateThe GeForce GTX 580 will be quite a bit (about 93%) better at texture filtering than the Radeon HD 7750. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 580 is a better choice, 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher 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 processed per 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 graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.