Compare any two graphics cards:
GeForce GT 430 vs Radeon HD 7750
IntroThe GeForce GT 430 comes with core clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 96 SPUs along with 16 TAUs and 4 ROPs.
Compare all of that to the Radeon HD 7750, which comes with GPU core speed of 800 MHz, and 1024 MB of GDDR5 memory running at 1125 MHz through a 128-bit bus. It also is comprised of 512 Stream Processors, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7750, in theory, should be quite a bit faster than the GeForce GT 430 overall. (explain)
Texel RateThe Radeon HD 7750 should be much (about 129%) faster with regards to anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateThe Radeon HD 7750 is a lot (more or less 357%) faster with regards to FSAA than the GeForce GT 430, and able to handle higher screen resolutions without losing too much performance. (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: Bandwidth is the max amount of information (counted in MB per second) that can be moved past the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If it uses 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 high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs 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 fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.