Compare any two graphics cards:
GeForce 9800 GTX+ vs GeForce GTS 250 512MB
IntroThe GeForce 9800 GTX+ comes with core clock speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.Compare that to the GeForce GTS 250 512MB, which comes with a GPU core clock speed of 738 MHz, and 512 MB of GDDR3 RAM running at 1100 MHz through a 256-bit bus. It also features 128 Stream Processors, 64 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.Memory BandwidthBoth cards have exactly the same bandwidth, so in theory they should perform the same. (explain) Texel RateBoth cards have the exact same texel fill rate, so theoretically they should perform equally good at at AF. (explain)Pixel RateBoth cards have exactly the same pixel fill rate, so theoretically they should perform equally good at at anti-aliasing, and be capable of handling the same screen resolutions. (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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Bandwidth is the largest amount of data (in units of MB per second) that can be transferred over the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 applied in one second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second. Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.
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