Compare any two graphics cards:
GeForce GTX 550 Ti vs Radeon HD 6750
IntroThe GeForce GTX 550 Ti uses a 40 nm design. nVidia has clocked the core frequency at 900 MHz. The GDDR5 memory works at a speed of 1026 MHz on this model. It features 192 SPUs along with 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 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 550 Ti is 54% quicker than the Radeon HD 6750 overall, because of its greater data rate. (explain)
Texel RateThe GeForce GTX 550 Ti will be a little bit (about 10%) more effective at texture filtering than the Radeon HD 6750. (explain)
Pixel RateThe GeForce GTX 550 Ti is much (approximately 86%) more effective at AA than the Radeon HD 6750, and will be able to handle higher 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.
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 information (counted in megabytes per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it 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 anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.