Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB has a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 256-bit memory bus, and makes use of a 65/55 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 ROPs.
Compare all that to the GeForce GTX 750, which makes use of a 28 nm design. nVidia has set the core frequency at 1020 MHz. The GDDR5 memory runs at a frequency of 1250 MHz on this particular card. It features 512 SPUs along with 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)
In theory, the GeForce GTX 750 will be 39% quicker than the GeForce 9800 GT 512MB overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce 9800 GT 512MB will be just a bit (approximately 3%) more effective at texture filtering than the GeForce GTX 750. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 750 is a better choice, and very much so. (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 (in units of MB per second) that can be transferred over the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total amount 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 applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.