Compare any two graphics cards:
GeForce GTS 250 512MB vs Radeon HD 6750 1GB
IntroThe GeForce GTS 250 512MB features core clock speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs along with 64 TAUs and 16 ROPs.Compare all that to the Radeon HD 6750 1GB, which features GPU clock speed of 725 MHz, and 1024 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also is made up of 720 SPUs, 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 BandwidthIn theory, the GeForce GTS 250 512MB should perform a small bit faster than the Radeon HD 6750 1GB in general. (explain)
Texel RateThe GeForce GTS 250 512MB will be quite a bit (more or less 81%) faster with regards to texture filtering than the Radeon HD 6750 1GB. (explain)
Pixel RateThe GeForce GTS 250 512MB will be a little bit (more or less 2%) better at full screen anti-aliasing than the Radeon HD 6750 1GB, and also should be able to handle higher resolutions more effectively. (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 data (in units of megabytes per second) that can be transferred across the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second. Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units 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 fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.
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