Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GT 340
IntroThe GeForce 9800 GT 512MB features a clock speed of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the GeForce GT 340, which makes use of a 40 nm design. nVidia has set the core speed at 550 MHz. The GDDR5 memory is set to run at a frequency of 850 MHz on this particular model. It features 96 SPUs along with 32 TAUs and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GT 512MB should in theory be just a bit faster than the GeForce GT 340 overall. (explain)
Texel RateThe GeForce 9800 GT 512MB will be a lot (approximately 91%) more effective at anisotropic filtering than the GeForce GT 340. (explain)
Pixel RateThe GeForce 9800 GT 512MB will be quite a bit (more or less 118%) better at FSAA than the GeForce GT 340, and able to handle higher resolutions more effectively. (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: Memory bandwidth is the max amount of information (measured in MB per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the interface width by its memory speed. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's 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 texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total number of texture units by the core 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 applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the core 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 rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.