Compare any two graphics cards:
GeForce GT 430 vs Radeon HD 7750
IntroThe GeForce GT 430 comes with a clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Compare all that to the Radeon HD 7750, which features clock speeds of 800 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 RAM. It features 512 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7750 should be 150% faster than the GeForce GT 430 in general, due to its higher bandwidth. (explain)
Texel RateThe Radeon HD 7750 should be much (more or less 129%) more effective at anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateThe Radeon HD 7750 is a lot (more or less 357%) faster with regards to anti-aliasing than the GeForce GT 430, and also able to handle higher screen resolutions better. (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 ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the max amount of data (measured in MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. 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 is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the graphics 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 most pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill 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 reach the max fill rate.