Compare any two graphics cards:
Radeon HD 3870 512MB vs Radeon HD 6750 1GB
IntroThe Radeon HD 3870 512MB features core clock speeds of 775 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 320(64x5) SPUs as well as 16 TAUs and 16 ROPs.Compare all of that to the Radeon HD 6750 1GB, which features core clock speeds of 725 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. 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 BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the Radeon HD 6750 1GB should in theory be a bit superior to the Radeon HD 3870 512MB in general. (explain)
Texel RateThe Radeon HD 6750 1GB is a lot (about 110%) more effective at AF than the Radeon HD 3870 512MB. (explain)
Pixel RateThe Radeon HD 3870 512MB will be just a bit (about 7%) better at FSAA than the Radeon HD 6750 1GB, and also able to handle higher resolutions without losing too much performance. (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: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen 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 number of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at handling 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 can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.
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