Compare any two graphics cards:
GeForce 9600 GSO 768MB vs Radeon HD 6750
IntroThe GeForce 9600 GSO 768MB has a clock speed of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 192-bit bus, and makes use of a 65 nm design. It features 96 SPUs, 48 TAUs, and 12 ROPs.
Compare that to the Radeon HD 6750, which makes use of a 40 nm design. ATi has set the core speed at 725 MHz. The GDDR5 RAM runs at a speed of 1000 MHz on this particular card. It features 720 SPUs along with 36 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 6750 should in theory perform quite a bit faster than the GeForce 9600 GSO 768MB in general. (explain)
Texel RateThe GeForce 9600 GSO 768MB will be a bit (about 1%) faster with regards to texture filtering than the Radeon HD 6750. (explain)
Pixel RateIf using a high screen resolution is important to you, then the Radeon HD 6750 is a better choice, 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.
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.
Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of megabytes per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 again. If 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 high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.