Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6750
IntroThe GeForce GTX 550 Ti has a clock speed of 900 MHz and a GDDR5 memory speed of 1026 MHz. It also uses a 192-bit memory bus, and uses a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 24 ROPs.
Compare all of that to the Radeon HD 6750, which has GPU core speed of 725 MHz, and 512 MB of GDDR5 RAM running at 1000 MHz through a 128-bit bus. It also is made up of 720 Stream Processors, 36 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should perform quite a bit faster than the Radeon HD 6750 overall. (explain)
Texel RateThe GeForce GTX 550 Ti should be a bit (about 10%) more effective at texture 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, and very much so. (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 largest amount of information (measured in MB per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If 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 number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units of the card by the core clock 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 per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's 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 output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.