Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 7750
IntroThe GeForce GT 240 GDDR5 has a clock frequency of 550 MHz and a GDDR5 memory speed of 850 MHz. It also features a 128-bit memory bus, and uses a 40 nm design. It is made up of 96 SPUs, 32 TAUs, and 8 Raster Operation Units.
Compare all that to the Radeon HD 7750, which comes with a GPU core clock 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.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7750 is 32% faster than the GeForce GT 240 GDDR5 overall, due to its greater data rate. (explain)
Texel RateThe Radeon HD 7750 will be much (about 45%) better at texture filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf running with 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: Bandwidth is the largest amount of information (in units of MB per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster 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 per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.