Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTS 450 1GB
IntroThe GeForce 9800 GT 1GB has a GPU clock speed of 600 MHz, and the 1024 MB of GDDR3 memory is set to run at 900 MHz through a 256-bit bus. It also is made up of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare all that to the GeForce GTS 450 1GB, which has core speeds of 783 MHz on the GPU, and 902 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs along with 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 450 1GB should theoretically be a bit faster than the GeForce 9800 GT 1GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB is much (about 34%) faster with regards to texture filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTS 450 1GB is a better choice, by far. (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 maximum amount of data (counted in MB per second) that can be transported over the external memory interface in a second. The number is worked out by multiplying the interface width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 amount of texture map elements (texels) that can be processed per second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the 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 maximum number of pixels the video card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the card's 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 fill rate also depends on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.