Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 5750 512MB
IntroThe GeForce GT 240 GDDR5 features a GPU core clock speed of 550 MHz, and the 512 MB of GDDR5 memory runs at 850 MHz through a 128-bit bus. It also features 96 SPUs, 32 TAUs, and 8 Raster Operation Units.
Compare that to the Radeon HD 5750 512MB, which comes with GPU core speed of 700 MHz, and 512 MB of GDDR5 RAM running at 1150 MHz through a 128-bit bus. It also features 720(144x5) Stream Processors, 36 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5750 512MB should theoretically be quite a bit faster than the GeForce GT 240 GDDR5 in general. (explain)
Texel RateThe Radeon HD 5750 512MB is a lot (approximately 43%) more effective at texture filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon HD 5750 512MB is the winner, and very much so. (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 maximum amount of data (counted in MB per second) that can be transported over the external memory interface within a second. It is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed in one second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher the texel rate, 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 that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core 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 fill rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.