Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB comes with a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and makes use of a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare all that to the GeForce GTX 750, which has GPU clock speed of 1020 MHz, and 1024 MB of GDDR5 memory set to run at 1250 MHz through a 128-bit bus. It also is made up of 512 Stream Processors, 32 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 750, in theory, should perform quite a bit faster than the GeForce 9800 GT 512MB in general. (explain)
Texel RateThe GeForce 9800 GT 512MB is a small bit (more or less 3%) faster with regards to anisotropic filtering than the GeForce GTX 750. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 750 is the winner, 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: Bandwidth is the max amount of data (measured in MB per second) that can be transferred across the external memory interface within a second. The number is worked out by multiplying the interface width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can 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 the core clock speed. 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 - the lower the bandwidth is, the lower the potential to get to the max fill rate.