Compare any two graphics cards:
GeForce 8800 GTS (G80) 320MB vs Radeon HD 4750
IntroThe GeForce 8800 GTS (G80) 320MB makes use of a 90 nm design. nVidia has clocked the core speed at 513 MHz. The GDDR3 memory runs at a speed of 792 MHz on this particular card. It features 96 SPUs as well as 48 Texture Address Units and 20 Rasterization Operator Units.
Compare those specifications to the Radeon HD 4750, which has core clock speeds of 730 MHz on the GPU, and 800 MHz on the 512 MB of GDDR5 memory. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 8800 GTS (G80) 320MB should theoretically be much better than the Radeon HD 4750 overall. (explain)
Texel RateThe GeForce 8800 GTS (G80) 320MB will be a little bit (approximately 5%) better at AF than the Radeon HD 4750. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 4750 is a better choice, but not by far. (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 (counted in megabytes per second) that can be moved past the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, 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 per second. This number is calculated by multiplying the total texture units by the core 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 a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in a 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 drawing the pixels (image) on the screen. The actual pixel 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 maximum fill rate.