Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTS 250 512MB
IntroThe GeForce 9800 GT 1GB has a core clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also uses 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 all that to the GeForce GTS 250 512MB, which uses a 65/55 nm design. nVidia has clocked the core frequency at 738 MHz. The GDDR3 memory is set to run at a frequency of 1100 MHz on this specific card. It features 128 SPUs along with 64 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTS 250 512MB should in theory be a lot superior to the GeForce 9800 GT 1GB overall. (explain)
Texel RateThe GeForce GTS 250 512MB should be much (more or less 41%) better at anisotropic filtering than the GeForce 9800 GT 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTS 250 512MB 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 (in units of MB per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.