Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB has clock speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTX 750, which has core speeds of 1020 MHz on the GPU, and 1250 MHz on the 1024 MB of GDDR5 memory. It features 512 SPUs along with 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 750 will be 39% faster than the GeForce 9800 GT 512MB overall, because of its higher data rate. (explain)
Texel RateThe GeForce 9800 GT 512MB is a small bit (about 3%) better at texture filtering than the GeForce GTX 750. (explain)
Pixel RateThe GeForce GTX 750 should be much (about 70%) faster with regards to FSAA than the GeForce 9800 GT 512MB, and will be capable of handling higher resolutions more effectively. (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 maximum amount of data (measured in megabytes per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.