Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB comes with a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and uses a 65/55 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GTX 750, which features a clock speed of 1020 MHz and a GDDR5 memory speed of 1250 MHz. It also uses a 128-bit memory bus, and makes use of a 28 nm design. It features 512 SPUs, 32 TAUs, 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 will be a little bit (more or less 3%) better at anisotropic filtering than the GeForce GTX 750. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTX 750 is a better choice, by far. (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 largest amount of information (measured in megabytes per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record 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 clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.