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GeForce GTX 550 Ti vs Radeon HD 6750

Intro

The GeForce GTX 550 Ti features a clock speed of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also makes use of a 192-bit memory bus, and makes use of a 40 nm design. It features 192 SPUs, 32 TAUs, and 24 ROPs.

Compare those specifications to the Radeon HD 6750, which makes use of a 40 nm design. AMD has set the core frequency at 725 MHz. The GDDR5 RAM is set to run at a frequency of 1000 MHz on this specific card. It features 720 SPUs as well as 36 TAUs and 16 ROPs.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 6750 86 Watts
GeForce GTX 550 Ti 116 Watts
Difference: 30 Watts (35%)

Memory Bandwidth

In theory, the GeForce GTX 550 Ti will be 54% quicker than the Radeon HD 6750 in general, due to its greater data rate. (explain)

GeForce GTX 550 Ti 98496 MB/sec
Radeon HD 6750 64000 MB/sec
Difference: 34496 (54%)

Texel Rate

The GeForce GTX 550 Ti is a small bit (about 10%) more effective at texture filtering than the Radeon HD 6750. (explain)

GeForce GTX 550 Ti 28800 Mtexels/sec
Radeon HD 6750 26100 Mtexels/sec
Difference: 2700 (10%)

Pixel Rate

The GeForce GTX 550 Ti should be much (about 86%) more effective at anti-aliasing than the Radeon HD 6750, and will be able to handle higher resolutions better. (explain)

GeForce GTX 550 Ti 21600 Mpixels/sec
Radeon HD 6750 11600 Mpixels/sec
Difference: 10000 (86%)

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 Comparison

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GeForce GTX 550 Ti

Amazon.com

Radeon HD 6750

Amazon.com

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.

Specifications

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Model GeForce GTX 550 Ti Radeon HD 6750
Manufacturer nVidia AMD
Year March 2011 January 2011
Code Name GF116 Juniper Pro
Fab Process 40 nm 40 nm
Bus PCIe 2.1 x16 PCIe x16
Memory 1024 MB 512 MB
Core Speed 900 MHz 725 MHz
Shader Speed 1800 MHz (N/A) MHz
Memory Speed 1026 MHz (4104 MHz effective) 1000 MHz (4000 MHz effective)
Unified Shaders 192 720
Texture Mapping Units 32 36
Render Output Units 24 16
Bus Type GDDR5 GDDR5
Bus Width 192-bit 128-bit
DirectX Version DirectX 11 DirectX 11
OpenGL Version OpenGL 4.1 OpenGL 4.0
Power (Max TDP) 116 watts 86 watts
Shader Model 5.0 5.0
Bandwidth 98496 MB/sec 64000 MB/sec
Texel Rate 28800 Mtexels/sec 26100 Mtexels/sec
Pixel Rate 21600 Mpixels/sec 11600 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 can be processed in one second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 maximum amount of pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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