Compare any two graphics cards:
GeForce 9800 GT 512MB vs Radeon HD 7750
IntroThe GeForce 9800 GT 512MB comes with a GPU core speed of 600 MHz, and the 512 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also features 112 Stream Processors, 56 TAUs, and 16 ROPs.
Compare that to the Radeon HD 7750, which uses a 28 nm design. ATi has set the core speed at 800 MHz. The GDDR5 RAM is set to run at a frequency of 1125 MHz on this particular card. It features 512 SPUs along with 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7750 should be much faster than the GeForce 9800 GT 512MB in general. (explain)
Texel RateThe GeForce 9800 GT 512MB is much (about 31%) more effective at texture filtering than the Radeon HD 7750. (explain)
Pixel RateIf using high levels of AA is important to you, then the Radeon HD 7750 is superior to the GeForce 9800 GT 512MB, 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.
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 information (measured in megabytes per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure 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 card will be at 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 that the graphics chip can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.