Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6750
IntroThe GeForce GTX 550 Ti comes with a GPU core clock speed of 900 MHz, and the 1024 MB of GDDR5 RAM is set to run at 1026 MHz through a 192-bit bus. It also is comprised of 192 SPUs, 32 TAUs, and 24 Raster Operation Units.
Compare those specs to the Radeon HD 6750, which features GPU clock speed of 725 MHz, and 512 MB of GDDR5 RAM set to run at 1000 MHz through a 128-bit bus. It also features 720 SPUs, 36 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should theoretically be quite a bit faster than the Radeon HD 6750 overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be a little bit (about 10%) faster with regards to AF than the Radeon HD 6750. (explain)
Pixel RateThe GeForce GTX 550 Ti will be much (about 86%) faster with regards to anti-aliasing than the Radeon HD 6750, and also should be able to handle higher screen resolutions better. (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: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transferred across the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 can be applied in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs 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 fill 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 get to the max fill rate.