Compare any two graphics cards:
GeForce 9800 GT 512MB vs Radeon HD 7750
IntroThe GeForce 9800 GT 512MB features a core clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit memory bus, and makes use of a 65/55 nm design. It features 112 SPUs, 56 TAUs, and 16 ROPs.
Compare all of that to the Radeon HD 7750, which features core speeds of 800 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 memory. It features 512 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 7750 is 25% faster than the GeForce 9800 GT 512MB overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce 9800 GT 512MB will be quite a bit (approximately 31%) faster with regards to AF than the Radeon HD 7750. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 7750 is a better choice, 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.
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: Bandwidth is the largest amount of data (counted in megabytes per second) that can be moved over the external memory interface in one second. It is calculated by multiplying the interface width by the speed of its memory. If the card has DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics 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 amount of pixels that 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 - aka 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 reach the maximum fill rate.