Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 5750 512MB
IntroThe GeForce GT 240 GDDR5 has a clock frequency of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is made up of 96 SPUs, 32 TAUs, and 8 ROPs.
Compare all of that to the Radeon HD 5750 512MB, which uses a 40 nm design. AMD has set the core frequency at 700 MHz. The GDDR5 RAM runs at a speed of 1150 MHz on this particular model. It features 720(144x5) SPUs along with 36 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5750 512MB should theoretically be much faster than the GeForce GT 240 GDDR5 overall. (explain)
Texel RateThe Radeon HD 5750 512MB will be quite a bit (approximately 43%) more effective at AF than the GeForce GT 240 GDDR5. (explain)
Pixel RateThe Radeon HD 5750 512MB is a lot (more or less 155%) better at anti-aliasing than the GeForce GT 240 GDDR5, and should be capable of handling higher resolutions while still performing well. (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: Memory bandwidth is the maximum amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This number 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.