Compare any two graphics cards:
GeForce 8800 GTS (G80) 640MB vs Radeon HD 6750
IntroThe GeForce 8800 GTS (G80) 640MB has a clock frequency of 513 MHz and a GDDR3 memory frequency of 792 MHz. It also features a 320-bit memory bus, and uses a 90 nm design. It is made up of 96 SPUs, 48 TAUs, and 20 ROPs.
Compare that to the Radeon HD 6750, which has a GPU core clock speed of 725 MHz, and 512 MB of GDDR5 RAM set to run at 1000 MHz through a 128-bit bus. It also features 720 SPUs, 36 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6750 should in theory be a bit faster than the GeForce 8800 GTS (G80) 640MB in general. (explain)
Texel RateThe Radeon HD 6750 should be a small bit (about 6%) better at texture filtering than the GeForce 8800 GTS (G80) 640MB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 6750 is superior to the GeForce 8800 GTS (G80) 640MB, though 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 information (measured in megabytes per second) that can be transferred past the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR memory, the result should 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, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.