Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 7750
IntroThe GeForce GT 240 GDDR5 features a GPU core speed of 550 MHz, and the 512 MB of GDDR5 memory is set to run at 850 MHz through a 128-bit bus. It also is made up of 96 Stream Processors, 32 Texture Address Units, and 8 ROPs.
Compare those specs to the Radeon HD 7750, which has GPU core speed of 800 MHz, and 1024 MB of GDDR5 memory running at 1125 MHz through a 128-bit bus. It also features 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 7750 should theoretically be quite a bit faster than the GeForce GT 240 GDDR5 in general. (explain)
Texel RateThe Radeon HD 7750 should be much (more or less 45%) faster with regards to texture filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7750 is superior to the GeForce GT 240 GDDR5, 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: Memory bandwidth is the largest amount of information (in units of megabytes per second) that can be transferred past the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, 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 are processed in one second. This is calculated by multiplying the total amount 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 a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in one 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 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 memory bandwidth is, the lower the ability to get to the max fill rate.