Compare any two graphics cards:
GeForce 9800 GTX vs GeForce GTS 450
IntroThe GeForce 9800 GTX has a clock frequency of 675 MHz and a GDDR3 memory frequency of 1100 MHz. It also features a 256-bit memory bus, and makes use of a 65 nm design. It features 128 SPUs, 64 Texture Address Units, and 16 ROPs.
Compare all that to the GeForce GTS 450, which has a core clock speed of 783 MHz and a GDDR5 memory speed of 902 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9800 GTX should perform a lot faster than the GeForce GTS 450 in general. (explain)
Texel RateThe GeForce 9800 GTX should be much (about 72%) faster with regards to AF than the GeForce GTS 450. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTS 450 is a better choice, not by a very large margin though. (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 (counted in megabytes per second) that can be transported across the external memory interface in a second. The number is calculated by multiplying the card's bus width by the speed of its memory. If the card has DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster 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 amount of texture units of the card by the core clock speed of the chip. The better this number, the better the video card will be at 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 could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs 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 fill rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.