Compare any two graphics cards:
GeForce GTS 250 1GB vs Radeon HD 6750
IntroThe GeForce GTS 250 1GB uses a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 RAM is set to run at a frequency of 1100 MHz on this model. It features 128 SPUs as well as 64 TAUs and 16 ROPs.Compare those specifications to the Radeon HD 6750, which features a GPU core clock speed of 725 MHz, and 512 MB of GDDR5 memory set to run at 1000 MHz through a 128-bit bus. It also is made up of 720 Stream Processors, 36 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthTheoretically, the GeForce GTS 250 1GB should be just a bit faster than the Radeon HD 6750 in general. (explain)
Texel RateThe GeForce GTS 250 1GB will be quite a bit (more or less 81%) more effective at texture filtering than the Radeon HD 6750. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTS 250 1GB is the winner, but only just. (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. Price ComparisonPlease 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.
Specifications
Memory Bandwidth: Bandwidth is the largest amount of information (counted in megabytes per second) that can be moved past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 can be processed in one second. This is worked out by multiplying the total texture units of the card by the core clock 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 per second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour 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 fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.
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