Compare any two graphics cards:
GeForce GTX 650 vs Radeon HD 7750
IntroThe GeForce GTX 650 features clock speeds of 1058 MHz on the GPU, and 1250 MHz on the 2048 MB of GDDR5 memory. It features 384 SPUs along with 32 TAUs and 16 ROPs.
Compare all that to the Radeon HD 7750, which has 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 TAUs, 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, in theory, should be a bit faster than the Radeon HD 7750 overall. (explain)
Texel RateThe GeForce GTX 650 will be much (approximately 32%) more effective at texture filtering than the Radeon HD 7750. (explain)
Pixel RateThe GeForce GTX 650 is a lot (about 32%) more effective at FSAA than the Radeon HD 7750, and also should be capable of handling higher 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.
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 largest amount of data (in units of MB per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses 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, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the 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 number of pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number 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 also depends on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.