Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTX 750
IntroThe GeForce 9800 GT 512MB features a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit memory bus, and uses a 65/55 nm design. It features 112 SPUs, 56 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTX 750, which features core speeds of 1020 MHz on the GPU, and 1250 MHz on the 1024 MB of GDDR5 memory. It features 512 SPUs along with 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 750, in theory, should perform much faster than the GeForce 9800 GT 512MB overall. (explain)
Texel RateThe GeForce 9800 GT 512MB is a small bit (more or less 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%) better at FSAA than the GeForce 9800 GT 512MB, and will be able to handle higher screen 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: Bandwidth is the largest amount of information (counted in megabytes per second) that can be moved over the external memory interface in a second. It is worked out by multiplying the card's interface width by the speed of its memory. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs 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 fill rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.