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GeForce 9800 GX2 vs Radeon HD 6750

Intro

The GeForce 9800 GX2 comes with a core clock frequency of 600 MHz and a GDDR3 memory frequency of 1000 MHz. It also makes use of a 256-bit bus, and makes use of a 65 nm design. It is comprised of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare those specifications to the Radeon HD 6750, which comes with core speeds of 725 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR5 memory. It features 720 SPUs along with 36 Texture Address Units and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6750 86 Watts
GeForce 9800 GX2 197 Watts
Difference: 111 Watts (129%)

Memory Bandwidth

Theoretically, the GeForce 9800 GX2 should perform much faster than the Radeon HD 6750 overall. (explain)

GeForce 9800 GX2 128000 MB/sec
Radeon HD 6750 64000 MB/sec
Difference: 64000 (100%)

Texel Rate

The GeForce 9800 GX2 should be quite a bit (more or less 194%) better at AF than the Radeon HD 6750. (explain)

GeForce 9800 GX2 76800 Mtexels/sec
Radeon HD 6750 26100 Mtexels/sec
Difference: 50700 (194%)

Pixel Rate

The GeForce 9800 GX2 should be quite a bit (more or less 66%) more effective at FSAA than the Radeon HD 6750, and also will be capable of handling higher resolutions more effectively. (explain)

GeForce 9800 GX2 19200 Mpixels/sec
Radeon HD 6750 11600 Mpixels/sec
Difference: 7600 (66%)

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.

One or more cards in this comparison are multi-core. This means that their bandwidth, texel and pixel rates are theoretically doubled - this does not mean the card will actually perform twice as fast, but only that it should in theory be able to. Actual game benchmarks will give a more accurate idea of what it's capable of.

Price Comparison

Please 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.

GeForce 9800 GX2

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Radeon HD 6750

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GX2 Radeon HD 6750
Manufacturer nVidia ATi
Year Mar 2008 January 2011
Code Name G92 Juniper Pro
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB (x2) 512 MB
Core Speed 600 MHz (x2) 725 MHz
Shader Speed 1500 MHz (x2) (N/A) MHz
Memory Speed 1000 MHz (x2) 1000 MHz
Unified Shaders 128 (x2) 720
Texture Mapping Units 64 (x2) 36
Render Output Units 16 (x2) 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit (x2) 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.0
Power (Max TDP) 197 watts 86 watts
Shader Model 4.0 5.0
Bandwidth 128000 MB/sec 64000 MB/sec
Texel Rate 76800 Mtexels/sec 26100 Mtexels/sec
Pixel Rate 19200 Mpixels/sec 11600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (measured in MB per second) that can be transported across the external memory interface in one second. The number is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at 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 video card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units 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 is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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