Compare any two graphics cards:
GeForce 9800 GTX+ vs GeForce GTS 450
IntroThe GeForce 9800 GTX+ features a GPU core clock speed of 738 MHz, and the 512 MB of GDDR3 memory is set to run at 1100 MHz through a 256-bit bus. It also is made up of 128 Stream Processors, 64 TAUs, and 16 ROPs.
Compare those specs to the GeForce GTS 450, which features a core clock speed of 783 MHz and a GDDR5 memory speed of 902 MHz. It also features a 128-bit bus, and uses a 40 nm design. It features 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 9800 GTX+ should theoretically be a lot superior to the GeForce GTS 450 overall. (explain)
Texel RateThe GeForce 9800 GTX+ should be quite a bit (more or less 89%) more effective at texture filtering than the GeForce GTS 450. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTS 450 is superior to the GeForce 9800 GTX+, but only just. (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 largest amount of information (in units of megabytes per second) that can be transported over the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 once 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, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed 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 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.