Compare any two graphics cards:
Radeon HD 4850 512MB vs Radeon HD 7750
IntroThe Radeon HD 4850 512MB comes with a clock speed of 625 MHz and a GDDR3 memory frequency of 993 MHz. It also features a 256-bit memory bus, and uses a 55 nm design. It features 800(160x5) SPUs, 40 TAUs, and 16 Raster Operation Units.Compare all of that to the Radeon HD 7750, which has GPU clock speed of 800 MHz, and 1024 MB of GDDR5 RAM set to run at 1125 MHz through a 128-bit bus. It also features 512 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthAs far as performance goes, the Radeon HD 7750 should theoretically be a bit better than the Radeon HD 4850 512MB in general. (explain)
Texel RateThe Radeon HD 7750 is a small bit (about 2%) better at AF than the Radeon HD 4850 512MB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7750 is the winner, 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.
Specifications
Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be moved past the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 applied in one second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the 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 card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
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