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 works at a frequency of 900 MHz on this card. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare all of that to the Radeon HD 7750, which makes use of a 28 nm design. AMD has clocked 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 as well as 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 perform quite a bit faster than the GeForce 9800 GT 512MB in general. (explain)
Texel RateThe GeForce 9800 GT 512MB is quite a bit (about 31%) more effective at anisotropic filtering than the Radeon HD 7750. (explain)
Pixel RateThe Radeon HD 7750 should be quite a bit (approximately 33%) more effective at AA than the GeForce 9800 GT 512MB, and able to handle higher resolutions better. (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: Bandwidth is the max amount of information (in units of MB per second) that can be transported over the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 again. If 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, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total texture units 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 in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends 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.