Compare any two graphics cards:
Radeon HD 4650 512MB vs Radeon HD 7750
IntroThe Radeon HD 4650 512MB makes use of a 55 nm design. ATi has clocked the core frequency at 600 MHz. The DDR2 memory is set to run at a speed of 500 MHz on this model. It features 320(64x5) SPUs as well as 32 Texture Address Units and 8 Rasterization Operator Units.
Compare those specs 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 features 512 Stream Processors, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Theoretically speaking, the Radeon HD 7750 should be a lot faster than the Radeon HD 4650 512MB overall. (explain)
Texel RateThe Radeon HD 7750 is much (approximately 33%) more effective at texture filtering than the Radeon HD 4650 512MB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the Radeon HD 7750 is a better choice, by far. (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: Bandwidth is the max amount of data (in units of megabytes per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's 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 amount of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics 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 amount of 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 Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.