Compare any two graphics cards:
GeForce 9800 GT 512MB vs Radeon HD 7750
IntroThe GeForce 9800 GT 512MB has a clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and uses a 65/55 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare all of that to the Radeon HD 7750, which comes with GPU clock speed of 800 MHz, and 1024 MB of GDDR5 memory set to run at 1125 MHz through a 128-bit bus. It also is comprised of 512 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7750 will be 25% faster than the GeForce 9800 GT 512MB overall, due to its higher data rate. (explain)
Texel RateThe GeForce 9800 GT 512MB should be a lot (more or less 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 the winner, by far. (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 (counted in MB per second) that can be moved over the external memory interface in one second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, 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 number of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total texture units by the core 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 processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.