Compare any two graphics cards:
GeForce 810M vs Radeon HD 7750
IntroThe GeForce 810M has a core clock frequency of 738 MHz and a DDR3 memory frequency of 900 MHz. It also features a 64-bit memory bus, and uses a 28 nm design. It is made up of 48 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare all of that to the Radeon HD 7750, which features GPU clock speed of 800 MHz, and 1024 MB of GDDR5 memory running at 1125 MHz through a 128-bit bus. It also is comprised of 512 SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 7750 should be 400% faster than the GeForce 810M overall, because of its higher bandwidth. (explain)
Texel RateThe Radeon HD 7750 will be a lot (approximately 334%) faster with regards to texture filtering than the GeForce 810M. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 7750 is a better choice, 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: Memory bandwidth is the largest amount of data (measured in megabytes per second) that can be transferred over the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.