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 frequency at 675 MHz. The GDDR3 RAM works at a speed of 1100 MHz on this model. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTS 250 1GB, which features clock speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 RAM. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same memory bandwidth, so in theory they should perform the same. (explain)
Texel RateThe GeForce GTS 250 1GB should be a bit (about 9%) better at AF than the GeForce 9800 GTX. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTS 250 1GB is a better choice, but only just. (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 maximum amount of data (measured in megabytes per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.