Compare any two graphics cards:
Radeon HD 7750 vs Radeon R7 250
IntroThe Radeon HD 7750 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 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the Radeon R7 250, which features a core clock speed of 1000 MHz and a GDDR5 memory speed of 1150 MHz. It also makes use of a 128-bit bus, and uses a 28 nm design. It features 384 SPUs, 24 Texture Address Units, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon R7 250 should in theory be a little bit better than the Radeon HD 7750 in general. (explain)
Texel RateThe Radeon HD 7750 is a small bit (more or less 7%) more effective at texture filtering than the Radeon R7 250. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7750 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 largest amount of information (measured in MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster 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 can be processed in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics 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 card can possibly write to the 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 card's clock speed. ROPs (Raster Operations Pipelines - aka 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 memory bandwidth is, the lower the ability to get to the maximum fill rate.