Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB comes with a core clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit bus, and uses a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare those specs to the GeForce GTX 750, which features a GPU core clock speed of 1020 MHz, and 1024 MB of GDDR5 memory running at 1250 MHz through a 128-bit bus. It also is comprised of 512 SPUs, 32 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 750 should be 39% faster than the GeForce 9800 GT 512MB overall, due to its higher bandwidth. (explain)
Texel RateThe GeForce 9800 GT 512MB should be a small bit (about 3%) faster with regards to anisotropic filtering than the GeForce GTX 750. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTX 750 is a better choice, 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 information (measured in MB per second) that can be transported across the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher 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 most pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.