Compare any two graphics cards:
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.
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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