Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7750
IntroThe GeForce GTX 650 features core clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 RAM. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Compare all that to the Radeon HD 7750, which comes with GPU core speed of 800 MHz, and 1024 MB of GDDR5 RAM set to run at 1125 MHz through a 128-bit bus. It also is made up of 512 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 650 should theoretically perform just a bit faster than the Radeon HD 7750 in general. (explain)
Texel RateThe GeForce GTX 650 will be quite a bit (about 32%) more effective 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 superior to the Radeon HD 7750, 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.
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 maximum amount of data (measured in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster 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 amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.