Compare any two graphics cards:
GeForce 9600 GSO 512MB vs GeForce 9800 GTX
IntroThe GeForce 9600 GSO 512MB has core clock speeds of 650 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 96 SPUs along with 48 TAUs and 16 Rasterization Operator Units.
Compare all that to the GeForce 9800 GTX, which comes with core clock speeds of 675 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 memory. It features 128 SPUs as well as 64 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 9800 GTX should perform much faster than the GeForce 9600 GSO 512MB in general. (explain)
Texel RateThe GeForce 9800 GTX will be much (approximately 38%) more effective at texture filtering than the GeForce 9600 GSO 512MB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 9800 GTX is superior to the GeForce 9600 GSO 512MB, though only just barely. (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 data (in units of MB per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total number of texture units of the card 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 maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.