Compare any two graphics cards:
GeForce GT 640 DDR3 vs Radeon HD 7750
IntroThe GeForce GT 640 DDR3 uses a 28 nm design. nVidia has set the core frequency at 900 MHz. The DDR3 RAM is set to run at a speed of 1782 MHz on this model. It features 384 SPUs along with 32 TAUs and 16 ROPs.
Compare those specs to the Radeon HD 7750, which makes use of a 28 nm design. ATi has set the core frequency at 800 MHz. The GDDR5 RAM works at a speed of 1125 MHz on this specific card. It features 512 SPUs as well as 32 TAUs 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 should perform much faster than the GeForce GT 640 DDR3 overall. (explain)
Texel RateThe GeForce GT 640 DDR3 should be just a bit (approximately 13%) better at AF than the Radeon HD 7750. (explain)
Pixel RateThe GeForce GT 640 DDR3 will be a little bit (more or less 13%) faster with regards to FSAA than the Radeon HD 7750, and should be able to handle higher screen resolutions without slowing down too much. (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 max amount of data (counted in MB per second) that can be transported past the external memory interface in one second. It's worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, 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 texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.