Compare any two graphics cards:
GeForce GTX 460 vs Radeon HD 5750 512MB
IntroThe GeForce GTX 460 features a core clock frequency of 675 MHz and a GDDR5 memory speed of 900 MHz. It also uses a 192-bit memory bus, and uses a 40 nm design. It is made up of 336 SPUs, 56 Texture Address Units, and 24 Raster Operation Units.Compare all of that to the Radeon HD 5750 512MB, which makes use of a 40 nm design. ATi has clocked the core speed at 700 MHz. The GDDR5 RAM runs at a speed of 1150 MHz on this specific card. It features 720(144x5) SPUs as well as 36 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe GeForce GTX 460 should theoretically be a bit faster than the Radeon HD 5750 512MB in general. (explain)
Texel RateThe GeForce GTX 460 should be much (approximately 50%) faster with regards to anisotropic filtering than the Radeon HD 5750 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 460 is the winner, by a large margin. (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 maximum amount of data (counted in megabytes per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed 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 this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second. Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.
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