Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTS 450 1GB
IntroThe GeForce 9800 GT 1GB uses a 65/55 nm design. nVidia has clocked the core frequency at 600 MHz. The GDDR3 memory is set to run at a frequency of 900 MHz on this particular card. It features 112 SPUs as well as 56 Texture Address Units and 16 ROPs.
Compare that to the GeForce GTS 450 1GB, which has core clock speeds of 783 MHz on the GPU, and 902 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs as well as 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTS 450 1GB should theoretically be just a bit superior to the GeForce 9800 GT 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB should be a lot (more or less 34%) faster with regards to anisotropic filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTS 450 1GB is a better choice, by a large margin. (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 MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total texture units by the core speed of the chip. The higher this number, the better the video 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 most pixels the video card can possibly write to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.