Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7750
IntroThe GeForce GTX 650 uses a 28 nm design. nVidia has clocked the core frequency at 1058 MHz. The GDDR5 RAM runs at a speed of 1250 MHz on this particular card. It features 384 SPUs as well as 32 TAUs and 16 ROPs.
Compare those specifications to the Radeon HD 7750, which has clock speeds of 800 MHz on the GPU, and 1125 MHz on the 1024 MB of GDDR5 memory. It features 512 SPUs along with 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 will be 11% faster than the Radeon HD 7750 overall, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 650 is a lot (approximately 32%) faster with regards to texture filtering than the Radeon HD 7750. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 650 is a better choice, and very much so. (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 (measured 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 its memory clock speed. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the 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 maximum number of pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.