Compare any two graphics cards:
GeForce 8800 GTS (G92) vs Radeon HD 5750 512MB
IntroThe GeForce 8800 GTS (G92) comes with a clock frequency of 650 MHz and a GDDR3 memory frequency of 970 MHz. It also features a 256-bit memory bus, and makes use of a 65 nm design. It is made up of 128 SPUs, 64 Texture Address Units, and 16 ROPs.Compare all of that to the Radeon HD 5750 512MB, which features a clock frequency of 700 MHz and a GDDR5 memory frequency of 1150 MHz. It also makes use of a 128-bit memory bus, and uses a 40 nm design. It features 720(144x5) SPUs, 36 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the Radeon HD 5750 512MB should be a small bit faster than the GeForce 8800 GTS (G92) in general. (explain)
Texel RateThe GeForce 8800 GTS (G92) should be quite a bit (more or less 65%) faster with regards to texture filtering than the Radeon HD 5750 512MB. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 5750 512MB is superior to the GeForce 8800 GTS (G92), though not 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. 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.
Specifications
Memory Bandwidth: Bandwidth is the largest amount of information (counted in MB per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better 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 number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the clock 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 output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.
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