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GeForce 9800 GTX+ vs GeForce GTS 250 1GB

Intro

The GeForce 9800 GTX+ features a clock frequency of 738 MHz and a GDDR3 memory speed of 1100 MHz. It also makes use of a 256-bit memory bus, and uses a 55 nm design. It is made up of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.

Compare those specifications to the GeForce GTS 250 1GB, which comes with clock 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 TAUs and 16 Rasterization Operator Units.

Battlefield Bad Company 2

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX+ 26 FPS
GeForce GTS 250 1GB 25 FPS
Difference: 1 FPS (4%)

F.E.A.R. 2

Settings: Maximum Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Unknown (Source)
GeForce 9800 GTX+ 48 FPS
GeForce GTS 250 1GB 48 FPS
Difference: 0 FPS (0%)

Fallout 3

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX+ 40 FPS
GeForce GTS 250 1GB 38 FPS
Difference: 2 FPS (5%)

Fallout 3

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9800 GTX+ 67 FPS
GeForce GTS 250 1GB 66 FPS
Difference: 1 FPS (2%)

Far Cry 2

Settings: Very High Qualty
AA: none
AF: none
Resolution: 1920x1200
Test Machine: Intel Core i7-920,3 x 2 GB Ram,Windows Vista Ultimate 32 Bit SP1 (Source)
GeForce GTS 250 1GB 50 FPS
GeForce 9800 GTX+ 46 FPS
Difference: 4 FPS (9%)

Left4Dead

Settings: Very High Quality
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX+ 46 FPS
GeForce GTS 250 1GB 44 FPS
Difference: 2 FPS (5%)

Left4Dead

Settings: Very High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce 9800 GTX+ 57 FPS
GeForce GTS 250 1GB 56 FPS
Difference: 1 FPS (2%)

Left4Dead 2

Settings: Very High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce GTS 250 1GB 58 FPS
GeForce 9800 GTX+ 50 FPS
Difference: 8 FPS (16%)

Mass Effect 2

Settings: Maximum Quality
AA: none
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX+ 81 FPS
GeForce GTS 250 1GB 70 FPS
Difference: 11 FPS (16%)

Supreme Commander 2

Settings: High
AA: 8x
AF: 16x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX+ 34 FPS
GeForce GTS 250 1GB 31 FPS
Difference: 3 FPS (10%)

Tom Clancy's Endwar

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1920x1200
Test Machine: Tom's Hardware Test Machine (Source)
GeForce 9800 GTX+ 19 FPS
GeForce GTS 250 1GB 19 FPS
Difference: 0 FPS (0%)

Tom Clancy's H.A.W.X

Settings: High Quality
AA: 4x
AF: 8x
Resolution: 1680x1050
Test Machine: Tom's Hardware Charts Test Rig (Source)
GeForce GTS 250 1GB 42 FPS
GeForce 9800 GTX+ 41 FPS
Difference: 1 FPS (2%)

GeForce 9800 GTX+ wins

(Based entirely on the benchmarks listed above)

When combining all game benchmark scores on this page together, the GeForce 9800 GTX+ wins overall, by 8 FPS. Please note that we do not have the results of every benchmark ever done for these cards, so the results may differ wildly in different games.

GeForce 9800 GTX+ 555 FPS
GeForce GTS 250 1GB 547 FPS
Difference: 8 FPS (1%)

Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have the exact same memory bandwidth, so in theory they should have the same performance. (explain)

Texel Rate

Both cards have the exact same texel fill rate, so in theory they should be equally good at at anisotropic filtering. (explain)

Pixel Rate

Both cards have exactly the same pixel rate, so theoretically they should be equally good at at anti-aliasing, and be able to handle the same screen 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.

Price Comparison

Please note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.

GeForce 9800 GTX+

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

GeForce GTS 250 1GB

Amazon.com

Other US-based stores

Amazon.co.uk

Amazon.de

Amazon.fr

Specifications

Model GeForce 9800 GTX+ GeForce GTS 250 1GB
Manufacturer nVidia nVidia
Year July 2008 March 3, 2009
Code Name G92b G92a/b
Fab Process 55 nm 65/55 nm
Bus PCIe x16 2.0 PCIe x16 2.0
Memory 512 MB 1024 MB
Core Speed 738 MHz 738 MHz
Shader Speed 1836 MHz 1836 MHz
Memory Speed 1100 MHz 1100 MHz
Unified Shaders 128 128
Texture Mapping Units 64 64
Render Output Units 16 16
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1
Power (Max TDP) 145 watts 145 watts
Shader Model 4.0 4.0
Bandwidth 70400 MB/sec 70400 MB/sec
Texel Rate 47232 Mtexels/sec 47232 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 11808 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of data (measured in MB per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory clock speed. If it uses DDR memory, 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 AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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