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GeForce 8800 GTS (G92) vs Radeon HD 6750

Intro

The GeForce 8800 GTS (G92) features a GPU core clock speed of 650 MHz, and the 512 MB of GDDR3 RAM is set to run at 970 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 Raster Operation Units.

Compare all of that to the Radeon HD 6750, which has clock speeds of 725 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR5 RAM. It features 720 SPUs as well as 36 TAUs and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6750 86 Watts
GeForce 8800 GTS (G92) 135 Watts
Difference: 49 Watts (57%)

Memory Bandwidth

In theory, the Radeon HD 6750 will be 3% quicker than the GeForce 8800 GTS (G92) overall, due to its greater bandwidth. (explain)

Radeon HD 6750 64000 MB/sec
GeForce 8800 GTS (G92) 62080 MB/sec
Difference: 1920 (3%)

Texel Rate

The GeForce 8800 GTS (G92) will be quite a bit (more or less 59%) more effective at texture filtering than the Radeon HD 6750. (explain)

GeForce 8800 GTS (G92) 41600 Mtexels/sec
Radeon HD 6750 26100 Mtexels/sec
Difference: 15500 (59%)

Pixel Rate

The Radeon HD 6750 is just a bit (more or less 12%) faster with regards to FSAA than the GeForce 8800 GTS (G92), and also will be capable of handling higher resolutions while still performing well. (explain)

Radeon HD 6750 11600 Mpixels/sec
GeForce 8800 GTS (G92) 10400 Mpixels/sec
Difference: 1200 (12%)

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 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 8800 GTS (G92)

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 8800 GTS (G92) Radeon HD 6750
Manufacturer nVidia ATi
Year Dec 2007 January 2011
Code Name G92 Juniper Pro
Fab Process 65 nm 40 nm
Bus PCIe x16 2.0 PCIe x16
Memory 512 MB 512 MB
Core Speed 650 MHz 725 MHz
Shader Speed 1625 MHz (N/A) MHz
Memory Speed 970 MHz 1000 MHz
Unified Shaders 128 720
Texture Mapping Units 64 36
Render Output Units 16 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11
OpenGL Version OpenGL 3.0 OpenGL 4.0
Power (Max TDP) 135 watts 86 watts
Shader Model 4.0 5.0
Bandwidth 62080 MB/sec 64000 MB/sec
Texel Rate 41600 Mtexels/sec 26100 Mtexels/sec
Pixel Rate 10400 Mpixels/sec 11600 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transferred past the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster 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 texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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