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 makes use of a 256-bit bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare that to the GeForce GTX 750, which features clock speeds of 1020 MHz on the GPU, and 1250 MHz on the 1024 MB of GDDR5 RAM. It features 512 SPUs as well as 32 TAUs and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 750 will be 39% faster than the GeForce 9800 GT 512MB overall, due to its greater data rate. (explain)
Texel RateThe GeForce 9800 GT 512MB is a little bit (more or less 3%) better at texture filtering than the GeForce GTX 750. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 750 is superior to the GeForce 9800 GT 512MB, 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 (counted in MB per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This 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 handling 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 that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount 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 output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.