Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB features clock speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specs to the GeForce GTX 750, which has GPU core speed of 1020 MHz, and 1024 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also features 512 SPUs, 32 Texture Address Units, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 750 should perform much faster than the GeForce 9800 GT 512MB in general. (explain)
Texel RateThe GeForce 9800 GT 512MB is a little bit (approximately 3%) better at anisotropic filtering than the GeForce GTX 750. (explain)
Pixel RateThe GeForce GTX 750 is quite a bit (approximately 70%) better at full screen anti-aliasing than the GeForce 9800 GT 512MB, and also will be able to handle higher screen resolutions without slowing down too much. (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 max amount of data (in units of megabytes per second) that can be transferred across the external memory interface in a second. It is worked out by multiplying the bus width by the speed of its memory. If it uses DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.