Compare any two graphics cards:
GeForce 9800 GTX+ vs GeForce GTS 250 1GB
IntroThe GeForce 9800 GTX+ uses a 55 nm design. nVidia has clocked the core frequency at 738 MHz. The GDDR3 RAM runs at a frequency of 1100 MHz on this model. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
Compare all that to the GeForce GTS 250 1GB, which makes use of a 65/55 nm design. nVidia has set the core frequency at 738 MHz. The GDDR3 memory works at a speed of 1100 MHz on this card. It features 128 SPUs along with 64 Texture Address Units and 16 ROPs.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have exactly the same memory bandwidth, so theoretically they should perform the same. (explain)
Texel RateBoth cards have exactly the same texel rate, so theoretically they should be equally good at at AF. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so in theory they should be equally good at at AA, and be able to handle the same 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.
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 largest amount of information (in units of megabytes per second) that can be moved across the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's 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 texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units 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 output rate is also dependant on many 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.