Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6750
IntroThe GeForce GTX 550 Ti comes with a GPU 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 Stream Processors, 32 Texture Address Units, and 24 ROPs.
Compare those specifications to the Radeon HD 6750, which comes with core speeds of 725 MHz on the GPU, and 1000 MHz on the 512 MB of GDDR5 memory. It features 720 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)
As far as performance goes, the GeForce GTX 550 Ti should theoretically be a lot superior to the Radeon HD 6750 in general. (explain)
Texel RateThe GeForce GTX 550 Ti should be a little bit (more or less 10%) more effective at anisotropic filtering than the Radeon HD 6750. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 550 Ti is the winner, by a large margin. (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 max amount of data (in units of megabytes per second) that can be transferred across the external memory interface in a second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video 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 number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.