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GeForce 9800 GT 512MB vs Radeon HD 7750

Intro

The GeForce 9800 GT 512MB comes with a clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit memory bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.

Compare those specs to the Radeon HD 7750, which makes use of a 28 nm design. AMD has clocked the core frequency at 800 MHz. The GDDR5 RAM works at a frequency of 1125 MHz on this particular model. It features 512 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 7750 55 Watts
GeForce 9800 GT 512MB 105 Watts
Difference: 50 Watts (91%)

Memory Bandwidth

As far as performance goes, the Radeon HD 7750 should theoretically be quite a bit superior to the GeForce 9800 GT 512MB in general. (explain)

Radeon HD 7750 72000 MB/sec
GeForce 9800 GT 512MB 57600 MB/sec
Difference: 14400 (25%)

Texel Rate

The GeForce 9800 GT 512MB should be quite a bit (approximately 31%) faster with regards to anisotropic filtering than the Radeon HD 7750. (explain)

GeForce 9800 GT 512MB 33600 Mtexels/sec
Radeon HD 7750 25600 Mtexels/sec
Difference: 8000 (31%)

Pixel Rate

If using a high screen resolution is important to you, then the Radeon HD 7750 is the winner, by a large margin. (explain)

Radeon HD 7750 12800 Mpixels/sec
GeForce 9800 GT 512MB 9600 Mpixels/sec
Difference: 3200 (33%)

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 9800 GT 512MB

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 9800 GT 512MB Radeon HD 7750
Manufacturer nVidia AMD
Year July 2008 February 2012
Code Name G92a/b Cape Verde Pro
Fab Process 65/55 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 512 MB 1024 MB
Core Speed 600 MHz 800 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1125 MHz (4500 MHz effective)
Unified Shaders 112 512
Texture Mapping Units 56 32
Render Output Units 16 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11.1
OpenGL Version OpenGL 3.0 OpenGL 4.2
Power (Max TDP) 105 watts 55 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 72000 MB/sec
Texel Rate 33600 Mtexels/sec 25600 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 12800 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transferred over the external memory interface within a second. The number is worked out by multiplying the interface width by its memory clock speed. If it uses DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This 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 video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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