Compare any two graphics cards:
GeForce 9800 GT 1GB vs Radeon HD 7750
IntroThe GeForce 9800 GT 1GB has a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and uses a 65/55 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare those specifications to the Radeon HD 7750, which makes use of a 28 nm design. AMD has set the core frequency at 800 MHz. The GDDR5 memory works at a speed of 1125 MHz on this specific card. It features 512 SPUs as well as 32 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 7750 should in theory be much superior to the GeForce 9800 GT 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB is quite a bit (approximately 31%) more effective at anisotropic filtering than the Radeon HD 7750. (explain)
Pixel RateIf using a high resolution 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.
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: Bandwidth is the maximum amount of information (in units of MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one 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 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 video card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends 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.