Compare any two graphics cards:
GeForce 9800 GT 512MB vs Radeon HD 7750
IntroThe GeForce 9800 GT 512MB uses a 65/55 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 memory runs at a frequency of 900 MHz on this particular model. It features 112 SPUs along with 56 Texture Address Units and 16 ROPs.
Compare all of that to the Radeon HD 7750, which features core clock speeds of 800 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 memory. It features 512 SPUs along with 32 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7750 is 25% quicker than the GeForce 9800 GT 512MB overall, due to its greater data rate. (explain)
Texel RateThe GeForce 9800 GT 512MB should be quite a bit (more or less 31%) more effective at texture filtering than the Radeon HD 7750. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 7750 is the winner, and very much so. (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: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be moved across the external memory interface within a second. It is calculated by multiplying the bus width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster 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 processed in one second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. 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 many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.