Compare any two graphics cards:
GeForce GT 640 DDR3 vs Radeon HD 7750
IntroThe GeForce GT 640 DDR3 has core clock speeds of 900 MHz on the GPU, and 1782 MHz on the 2048 MB of DDR3 RAM. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare all of that to the Radeon HD 7750, which features a clock speed of 800 MHz and a GDDR5 memory speed of 1125 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It is made up of 512 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 7750 should theoretically be much faster than the GeForce GT 640 DDR3 overall. (explain)
Texel RateThe GeForce GT 640 DDR3 should be a little bit (about 13%) faster with regards to AF than the Radeon HD 7750. (explain)
Pixel RateThe GeForce GT 640 DDR3 should be a small bit (more or less 13%) more effective at FSAA than the Radeon HD 7750, and also should be 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: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total number of 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 one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.