Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTS 250 1GB
IntroThe GeForce 9800 GTX features a clock frequency of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also makes use of a 256-bit bus, and uses a 65 nm design. It features 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Compare those specifications to the GeForce GTS 250 1GB, which features GPU core speed of 738 MHz, and 1024 MB of GDDR3 RAM set to run at 1100 MHz through a 256-bit bus. It also features 128 Stream Processors, 64 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Both cards have the exact same bandwidth, so in theory they should have the same performance. (explain)
Texel RateThe GeForce GTS 250 1GB should be a small bit (approximately 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 the winner, not by a very large margin though. (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 information (counted in MB per second) that can be transferred over the external memory interface in one second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 amount of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.