Compare any two graphics cards:
Radeon HD 4830 512MB vs Radeon HD 6750
IntroThe Radeon HD 4830 512MB comes with clock speeds of 575 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 640(128x5) SPUs along with 32 Texture Address Units and 16 ROPs.Compare that to the Radeon HD 6750, which features core speeds of 725 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR5 memory. It features 720 SPUs as well as 36 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe Radeon HD 6750 should in theory be a bit faster than the Radeon HD 4830 512MB in general. (explain)
Texel RateThe Radeon HD 6750 should be much (more or less 42%) faster with regards to AF than the Radeon HD 4830 512MB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 6750 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. 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 max amount of information (in units of MB per second) that can be transferred past the external memory interface in a second. The number is calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second. Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.
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