Compare any two graphics cards:
GeForce GT 430 vs Radeon HD 7750
IntroThe GeForce GT 430 has a GPU core clock speed of 700 MHz, and the 512 MB of GDDR3 RAM runs at 900 MHz through a 128-bit bus. It also is made up of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
Compare all of that to the Radeon HD 7750, which comes with GPU core speed of 800 MHz, and 1024 MB of GDDR5 RAM set to run at 1125 MHz through a 128-bit bus. It also features 512 Stream Processors, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 7750 should theoretically be much superior to the GeForce GT 430 overall. (explain)
Texel RateThe Radeon HD 7750 will be a lot (about 129%) faster with regards to texture filtering than the GeForce GT 430. (explain)
Pixel RateThe Radeon HD 7750 should be a lot (approximately 357%) more effective at FSAA than the GeForce GT 430, and also capable of handling higher screen resolutions more effectively. (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 max amount of information (measured in MB per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.