Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GT 340
IntroThe GeForce 9800 GT 512MB makes use of a 65/55 nm design. nVidia has set the core frequency at 600 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this particular card. It features 112 SPUs as well as 56 TAUs and 16 Rasterization Operator Units.
Compare all of that to the GeForce GT 340, which makes use of a 40 nm design. nVidia has clocked the core speed at 550 MHz. The GDDR5 RAM runs at a frequency of 850 MHz on this specific card. It features 96 SPUs as well as 32 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9800 GT 512MB should theoretically perform a bit faster than the GeForce GT 340 in general. (explain)
Texel RateThe GeForce 9800 GT 512MB should be much (approximately 91%) faster with regards to texture filtering than the GeForce GT 340. (explain)
Pixel RateThe GeForce 9800 GT 512MB is much (approximately 118%) faster with regards to FSAA than the GeForce GT 340, and also will be 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 data (in units of megabytes per second) that can be transferred across the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher 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 number of texture map elements (texels) that are applied in one second. This number is worked out by multiplying the total 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 processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour 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 output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.