Compare any two graphics cards:
GeForce GT 240 GDDR5 vs Radeon HD 5750 512MB
IntroThe GeForce GT 240 GDDR5 has a GPU core clock speed of 550 MHz, and the 512 MB of GDDR5 RAM runs at 850 MHz through a 128-bit bus. It also 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. ATi has set the core speed at 700 MHz. The GDDR5 memory runs at a speed of 1150 MHz on this particular card. It features 720(144x5) SPUs as well as 36 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 5750 512MB should perform much faster than the GeForce GT 240 GDDR5 overall. (explain)
Texel RateThe Radeon HD 5750 512MB is much (approximately 43%) better at anisotropic filtering than the GeForce GT 240 GDDR5. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 5750 512MB is a better choice, by far. (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.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.