Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe 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)
The GeForce GTX 750 should theoretically perform quite a bit faster than the GeForce 9800 GT 512MB in general. (explain)
Texel RateThe GeForce 9800 GT 512MB is just a bit (about 3%) faster with regards to texture filtering than the GeForce GTX 750. (explain)
Pixel RateThe 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)
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 (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.