Compare any two graphics cards:
GeForce 8800 GT 1GB vs Radeon HD 6750 1GB
IntroThe GeForce 8800 GT 1GB has clock speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare all that to the Radeon HD 6750 1GB, which comes with core 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 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 6750 1GB is 11% quicker than the GeForce 8800 GT 1GB overall, due to its higher data rate. (explain)
Texel RateThe GeForce 8800 GT 1GB is much (more or less 29%) better at anisotropic filtering than the Radeon HD 6750 1GB. (explain)
Pixel RateThe Radeon HD 6750 1GB is quite a bit (about 21%) faster with regards to full screen anti-aliasing than the GeForce 8800 GT 1GB, and also will be capable of handling higher resolutions better. (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 max amount of information (counted in MB per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the 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 the video card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the clock 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 rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.