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GeForce GT 240 GDDR5 vs Radeon HD 7750

Intro

The GeForce GT 240 GDDR5 comes with a core clock speed of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It features 96 SPUs, 32 Texture Address Units, and 8 ROPs.

Compare all of that to the Radeon HD 7750, which comes with 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 made up of 512 Stream Processors, 32 TAUs, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 7750 55 Watts
GeForce GT 240 GDDR5 70 Watts
Difference: 15 Watts (27%)

Memory Bandwidth

The Radeon HD 7750 should theoretically be much faster than the GeForce GT 240 GDDR5 in general. (explain)

Radeon HD 7750 72000 MB/sec
GeForce GT 240 GDDR5 54400 MB/sec
Difference: 17600 (32%)

Texel Rate

The Radeon HD 7750 should be much (about 45%) more effective at anisotropic filtering than the GeForce GT 240 GDDR5. (explain)

Radeon HD 7750 25600 Mtexels/sec
GeForce GT 240 GDDR5 17600 Mtexels/sec
Difference: 8000 (45%)

Pixel Rate

The Radeon HD 7750 should be quite a bit (more or less 191%) more effective at FSAA than the GeForce GT 240 GDDR5, and also should be able to handle higher resolutions better. (explain)

Radeon HD 7750 12800 Mpixels/sec
GeForce GT 240 GDDR5 4400 Mpixels/sec
Difference: 8400 (191%)

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 Comparison

GeForce GT 240 GDDR5

Amazon.com

Radeon HD 7750

Amazon.com

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.

Specifications

Model GeForce GT 240 GDDR5 Radeon HD 7750
Manufacturer nVidia AMD
Year Novermber 2009 February 2012
Code Name GT215 Cape Verde Pro
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 512 MB 1024 MB
Core Speed 550 MHz 800 MHz
Shader Speed 1360 MHz (N/A) MHz
Memory Speed 850 MHz (3400 MHz effective) 1125 MHz (4500 MHz effective)
Unified Shaders 96 512
Texture Mapping Units 32 32
Render Output Units 8 16
Bus Type GDDR5 GDDR5
Bus Width 128-bit 128-bit
DirectX Version DirectX 10.1 DirectX 11.1
OpenGL Version OpenGL 3.2 OpenGL 4.2
Power (Max TDP) 70 watts 55 watts
Shader Model 4.1 5.0
Bandwidth 54400 MB/sec 72000 MB/sec
Texel Rate 17600 Mtexels/sec 25600 Mtexels/sec
Pixel Rate 4400 Mpixels/sec 12800 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (measured in MB per second) that can be transferred 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 RAM, it must 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 anti-aliasing, 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 amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the video 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 number is worked out by multiplying the amount of colour ROPs by the the core 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 fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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