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GeForce 9800 GTX vs GeForce GTX 650

Intro

The GeForce 9800 GTX comes with a GPU core speed of 675 MHz, and the 512 MB of GDDR3 memory is set to run at 1100 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 ROPs.

Compare those specs to the GeForce GTX 650, which has GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is comprised of 384 Stream Processors, 32 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 650 64 Watts
GeForce 9800 GTX 140 Watts
Difference: 76 Watts (119%)

Memory Bandwidth

Theoretically speaking, the GeForce GTX 650 should perform a little bit faster than the GeForce 9800 GTX overall. (explain)

GeForce GTX 650 80000 MB/sec
GeForce 9800 GTX 70400 MB/sec
Difference: 9600 (14%)

Texel Rate

The GeForce 9800 GTX is much (more or less 28%) better at AF than the GeForce GTX 650. (explain)

GeForce 9800 GTX 43200 Mtexels/sec
GeForce GTX 650 33856 Mtexels/sec
Difference: 9344 (28%)

Pixel Rate

The GeForce GTX 650 is quite a bit (about 57%) faster with regards to FSAA than the GeForce 9800 GTX, and also will be capable of handling higher screen resolutions while still performing well. (explain)

GeForce GTX 650 16928 Mpixels/sec
GeForce 9800 GTX 10800 Mpixels/sec
Difference: 6128 (57%)

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 Comparison

GeForce 9800 GTX

Amazon.com

GeForce GTX 650

Amazon.com

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.

Specifications

Model GeForce 9800 GTX GeForce GTX 650
Manufacturer nVidia nVidia
Year April 2008 September 2012
Code Name G92 GK107
Fab Process 65 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 512 MB 2048 MB
Core Speed 675 MHz 1058 MHz
Shader Speed 1688 MHz 1058 MHz
Memory Speed 1100 MHz (2200 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 128 384
Texture Mapping Units 64 32
Render Output Units 16 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.3
Power (Max TDP) 140 watts 64 watts
Shader Model 4.0 5.0
Bandwidth 70400 MB/sec 80000 MB/sec
Texel Rate 43200 Mtexels/sec 33856 Mtexels/sec
Pixel Rate 10800 Mpixels/sec 16928 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (counted in megabytes per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the interface width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 amount of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the 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 number of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out 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 outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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