Advantages
- Higher Boost Clock: 1244MHz (1244MHz vs 1085MHz)
- Larger Memory Size: 4GB (4GB vs 2GB)
- Higher Bandwidth: 224.0 GB/s (224.0 GB/s vs 86.40 GB/s)
- More Shading Units: 2048 (2048 vs 640)
- Newer Launch Date: April 2017 (April 2017 vs February 2014)
Basic
AMD
Label Name
NVIDIA
April 2017
Launch Date
February 2014
Desktop
Platform
Desktop
Radeon RX 570
Model Name
GeForce GTX 750 Ti
Polaris
Generation
GeForce 700
1168MHz
Base Clock
1020MHz
1244MHz
Boost Clock
1085MHz
PCIe 3.0 x16
Bus Interface
PCIe 3.0 x16
5,700 million
Transistors
1,870 million
32
Compute Units
-
128
TMUs
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
40
GlobalFoundries
Foundry
TSMC
14 nm
Process Size
28 nm
GCN 4.0
Architecture
Maxwell
Memory Specifications
4GB
Memory Size
2GB
GDDR5
Memory Type
GDDR5
256bit
Memory Bus
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
128bit
1750MHz
Memory Clock
1350MHz
224.0 GB/s
Bandwidth
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
86.40 GB/s
Display and Media
1x DVI
1x HDMI 2.0b
3x DisplayPort 1.4a
1x HDMI 2.0b
3x DisplayPort 1.4a
Outputs
2x DVI
1x mini-HDMI 2.0
1x mini-HDMI 2.0
Theoretical Performance
39.81 GPixel/s
Pixel Rate
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
17.36 GPixel/s
159.2 GTexel/s
Texture Rate
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
43.40 GTexel/s
5.095 TFLOPS
FP16 (half)
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
-
318.5 GFLOPS
FP64 (double)
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
43.40 GFLOPS
4.993
TFLOPS
FP32 (float)
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
1.361
TFLOPS
Miscellaneous
2048
Shading Units
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
640
16 KB (per CU)
L1 Cache
64 KB (per SMM)
2MB
L2 Cache
2MB
150W
TDP
60W
1.2
Vulkan Version
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.3
2.1
OpenCL Version
3.0
4.6
OpenGL
4.6
-
CUDA
5.0
12 (12_0)
DirectX
12 (11_0)
1x 6-pin
Power Connectors
None
32
ROPs
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
16
6.4
Shader Model
5.1
450W
Suggested PSU
250W
Benchmarks
FP32 (float)
/ TFLOPS
Radeon RX 570
4.993
+267%
GeForce GTX 750 Ti
1.361
3DMark Time Spy
Radeon RX 570
3953
+205%
GeForce GTX 750 Ti
1295
Hashcat
/ H/s
Radeon RX 570
161084
+146%
GeForce GTX 750 Ti
65496
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