Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTS 450 1GB
IntroThe GeForce 9800 GT 1GB features a core clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the GeForce GTS 450 1GB, which makes use of a 40 nm design. nVidia has clocked the core frequency at 783 MHz. The GDDR5 memory works at a speed of 902 MHz on this specific model. It features 192 SPUs along with 32 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 450 1GB, in theory, should be a bit faster than the GeForce 9800 GT 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB will be a lot (about 34%) faster with regards to texture filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTS 450 1GB is a better choice, and very much so. (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 maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. In the case of 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 anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.