Compare any two graphics cards:
Radeon HD 6850 vs Radeon HD 7750
IntroThe Radeon HD 6850 makes use of a 40 nm design. ATi has clocked the core frequency at 775 MHz. The GDDR5 memory is set to run at a frequency of 1000 MHz on this particular card. It features 960 SPUs as well as 48 TAUs and 32 ROPs.
Compare all of that to the Radeon HD 7750, which features a core clock frequency of 800 MHz and a GDDR5 memory frequency of 1125 MHz. It also uses a 128-bit memory bus, and uses a 28 nm design. It is comprised of 512 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6850, in theory, should perform much faster than the Radeon HD 7750 overall. (explain)
Texel RateThe Radeon HD 6850 should be a lot (approximately 45%) better at anisotropic filtering than the Radeon HD 7750. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6850 is superior to the Radeon HD 7750, 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.
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: Bandwidth is the max amount of information (counted in MB per second) that can be transported past the external memory interface in one second. The number is worked out by multiplying the interface width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.