Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB has core clock speeds of 600 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare that to the GeForce GTX 750, which features GPU clock speed of 1020 MHz, and 1024 MB of GDDR5 RAM set to run at 1250 MHz through a 128-bit bus. It also is made up of 512 Stream Processors, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 750 should theoretically perform much faster than the GeForce 9800 GT 512MB overall. (explain)
Texel RateThe GeForce 9800 GT 512MB will be a bit (more or less 3%) better at texture filtering than the GeForce GTX 750. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTX 750 is superior to the GeForce 9800 GT 512MB, by a large margin. (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 (counted in megabytes per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory speed. If the card has DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total number of texture units by the core 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 processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units 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 output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.