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GeForce 9800 GTX+ vs GeForce GTS 250 1GB

Intro

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

Compare all of that to the GeForce GTS 250 1GB, which comes with GPU clock speed of 738 MHz, and 1024 MB of GDDR3 RAM running at 1100 MHz through a 256-bit bus. It also is comprised of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.

Display Graphs

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have exactly the same bandwidth, so theoretically they should have the same performance. (explain)

Texel Rate

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

Pixel Rate

Both cards have exactly the same pixel fill rate, so in theory they should perform equally good at at anti-aliasing, and be capable of handling 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.

Price Comparison

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GeForce 9800 GTX+

Amazon.com

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GeForce GTS 250 1GB

Amazon.com

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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.

Specifications

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Model GeForce 9800 GTX+ GeForce GTS 250 1GB
Manufacturer nVidia nVidia
Year July 2008 March 3, 2009
Code Name G92b G92a/b
Memory 512 MB 1024 MB
Core Speed 738 MHz 738 MHz
Memory Speed 2200 MHz 2200 MHz
Power (Max TDP) 145 watts 145 watts
Bandwidth 70400 MB/sec 70400 MB/sec
Texel Rate 47232 Mtexels/sec 47232 Mtexels/sec
Pixel Rate 11808 Mpixels/sec 11808 Mpixels/sec
Unified Shaders 128 128
Texture Mapping Units 64 64
Render Output Units 16 16
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-bit
Fab Process 55 nm 65/55 nm
Transistors 754 million 754 million
Bus PCIe x16 2.0 PCIe x16 2.0
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1

Memory Bandwidth: Bandwidth is the max amount of data (counted in MB per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the interface width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

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

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

Display Prices

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GeForce 9800 GTX+

Amazon.com

Check prices at:

GeForce GTS 250 1GB

Amazon.com

Check prices at:

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.

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