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A Question

Compare any two graphics cards:
VS

GeForce 9800 GTX vs GeForce GTX 650

Intro

The GeForce 9800 GTX comes with a clock frequency of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65 nm design. It is comprised of 128 SPUs, 64 Texture Address Units, and 16 ROPs.

Compare all that to the GeForce GTX 650, which comes with GPU clock speed of 1058 MHz, and 2048 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also is made up of 384 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.

Display Graphs

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(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

As far as performance goes, the GeForce GTX 650 should in theory be just a bit better 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 should be much (about 28%) more effective at anisotropic filtering 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 a lot (approximately 57%) faster with regards to FSAA than the GeForce 9800 GTX, and should be capable of handling higher resolutions without slowing down too much. (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

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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

Display Specifications

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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 2200 MHz 5000 MHz
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: Memory bandwidth is the largest amount of information (in units of MB per second) that can be moved over the external memory interface in a second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster 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 amount of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total texture units 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 most pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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