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GeForce 9800 GT 512MB vs GeForce GTX 750

Intro

The GeForce 9800 GT 512MB features a clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of 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 ROPs.

Compare those specs to the GeForce GTX 750, which uses a 28 nm design. nVidia has set the core speed at 1020 MHz. The GDDR5 memory runs at a frequency of 1250 MHz on this particular model. It features 512 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GTX 750 55 Watts
GeForce 9800 GT 512MB 105 Watts
Difference: 50 Watts (91%)

Memory Bandwidth

The GeForce GTX 750 should theoretically perform quite a bit faster than the GeForce 9800 GT 512MB in general. (explain)

GeForce GTX 750 80000 MB/sec
GeForce 9800 GT 512MB 57600 MB/sec
Difference: 22400 (39%)

Texel Rate

The GeForce 9800 GT 512MB is just a bit (about 3%) faster with regards to texture filtering than the GeForce GTX 750. (explain)

GeForce 9800 GT 512MB 33600 Mtexels/sec
GeForce GTX 750 32640 Mtexels/sec
Difference: 960 (3%)

Pixel Rate

The GeForce GTX 750 should be quite a bit (more or less 70%) more effective at FSAA than the GeForce 9800 GT 512MB, and also able to handle higher resolutions without slowing down too much. (explain)

GeForce GTX 750 16320 Mpixels/sec
GeForce 9800 GT 512MB 9600 Mpixels/sec
Difference: 6720 (70%)

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.

Price Comparison

GeForce 9800 GT 512MB

Amazon.com

GeForce GTX 750

Amazon.com

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.

Specifications

Model GeForce 9800 GT 512MB GeForce GTX 750
Manufacturer nVidia nVidia
Year July 2008 February 2014
Code Name G92a/b GM107
Fab Process 65/55 nm 28 nm
Bus PCIe x16 2.0 PCIe 3.0 x16
Memory 512 MB 1024 MB
Core Speed 600 MHz 1020 MHz
Shader Speed 1500 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1250 MHz (5000 MHz effective)
Unified Shaders 112 512
Texture Mapping Units 56 32
Render Output Units 16 16
Bus Type GDDR3 GDDR5
Bus Width 256-bit 128-bit
DirectX Version DirectX 10 DirectX 11.0
OpenGL Version OpenGL 3.0 OpenGL 4.4
Power (Max TDP) 105 watts 55 watts
Shader Model 4.0 5.0
Bandwidth 57600 MB/sec 80000 MB/sec
Texel Rate 33600 Mtexels/sec 32640 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 16320 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (measured in MB per second) that can be transported across the external memory interface in one second. It is worked out by multiplying the interface width by its memory clock speed. If the card has DDR memory, it must be multiplied by 2 once again. If 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 higher screen resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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