Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce 9800 GT 512MB
IntroThe GeForce 9800 GT 1GB has core speeds of 600 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the GeForce 9800 GT 512MB, which uses a 65/55 nm design. nVidia has set the core speed at 600 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this model. It features 112 SPUs along with 56 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have exactly the same bandwidth, so in theory they should have the same performance. (explain)
Texel RateBoth cards have exactly the same texel rate, so theoretically they should be equally good at at anisotropic filtering. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so theoretically they should perform 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.
Price ComparisonPlease 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.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transported across the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 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 high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.