Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce 9800 GT 512MB
IntroThe GeForce 9800 GT 1GB has a GPU clock speed of 600 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also features 112 Stream Processors, 56 Texture Address Units, and 16 ROPs.
Compare that to the GeForce 9800 GT 512MB, which features GPU core speed of 600 MHz, and 512 MB of GDDR3 RAM running at 900 MHz through a 256-bit bus. It also is comprised of 112 Stream Processors, 56 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical BenchmarksBoth cards have the same power consumption.
Both cards have the exact same bandwidth, so in theory they should have identical performance. (explain)
Texel RateBoth cards have exactly the same texel fill rate, so in theory they should perform equally good at at anisotropic filtering. (explain)
Pixel RateBoth cards have exactly the same pixel rate, so in theory 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.
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 (measured in MB per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number 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 ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.