Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTS 250 1GB
IntroThe GeForce 9800 GTX makes use of a 65 nm design. nVidia has set the core speed at 675 MHz. The GDDR3 RAM works at a frequency of 1100 MHz on this specific model. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTS 250 1GB, which has core speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so theoretically they should perform exactly the same. (explain)
Texel RateThe GeForce GTS 250 1GB will be a little bit (more or less 9%) better at texture filtering than the GeForce 9800 GTX. (explain)
Pixel RateThe GeForce GTS 250 1GB is a little bit (approximately 9%) more effective at AA than the GeForce 9800 GTX, and able to handle higher screen resolutions better. (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 largest amount of data (in units of MB per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called 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, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.