Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7750
IntroThe GeForce GTX 650 uses a 28 nm design. nVidia has set the core frequency at 1058 MHz. The GDDR5 memory is set to run at a speed of 1250 MHz on this particular model. It features 384 SPUs along with 32 Texture Address Units and 16 ROPs.
Compare those specifications to the Radeon HD 7750, which comes with a core clock speed of 800 MHz and a GDDR5 memory speed of 1125 MHz. It also uses a 128-bit bus, and makes use of a 28 nm design. It is comprised of 512 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should in theory be just a bit faster than the Radeon HD 7750 in general. (explain)
Texel RateThe GeForce GTX 650 will be quite a bit (approximately 32%) better at anisotropic filtering than the Radeon HD 7750. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 650 is the winner, by a large margin. (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 data (in units of MB per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the bus width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. 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 texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also 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 memory bandwidth is, the lower the ability to reach the maximum fill rate.