Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 7750
IntroThe GeForce GT 240 GDDR5 comes with core speeds of 550 MHz on the GPU, and 850 MHz on the 512 MB of GDDR5 memory. It features 96 SPUs along with 32 TAUs and 8 ROPs.
Compare that to the Radeon HD 7750, which has a GPU core clock speed of 800 MHz, and 1024 MB of GDDR5 memory set to run at 1125 MHz through a 128-bit bus. It also is comprised of 512 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 7750 should in theory be much better than the GeForce GT 240 GDDR5 overall. (explain)
Texel RateThe Radeon HD 7750 should be quite a bit (more or less 45%) better at texture filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateThe Radeon HD 7750 is much (about 191%) better at full screen anti-aliasing than the GeForce GT 240 GDDR5, and will be 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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be moved over the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.