Compare any two graphics cards:
GeForce 9800 GT 1GB vs Radeon HD 7750
IntroThe GeForce 9800 GT 1GB uses a 65/55 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this specific card. It features 112 SPUs along with 56 TAUs and 16 ROPs.
Compare that to the Radeon HD 7750, which has a clock frequency of 800 MHz and a GDDR5 memory frequency of 1125 MHz. It also makes use of a 128-bit memory bus, and makes use of a 28 nm design. It is made up of 512 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7750 should be 25% quicker than the GeForce 9800 GT 1GB in general, due to its higher data rate. (explain)
Texel RateThe GeForce 9800 GT 1GB should be a lot (about 31%) more effective at AF than the Radeon HD 7750. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7750 is superior to the GeForce 9800 GT 1GB, 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: Memory bandwidth is the max amount of data (measured in megabytes per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video 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 the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.