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 uses a 128-bit bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
Compare those specs to the Radeon HD 7750, which comes with a clock frequency of 800 MHz and a GDDR5 memory frequency of 1125 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It is made up of 512 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 7750 should in theory be a lot better than the GeForce GT 430 overall. (explain)
Texel RateThe Radeon HD 7750 will be quite a bit (about 129%) faster with regards to texture filtering than the GeForce GT 430. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7750 is a better choice, by a large margin. (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 maximum amount of data (in units of megabytes 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. In the case of DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number 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 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 maximum number of pixels the video card could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.