Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTS 450 1GB
IntroThe GeForce 9800 GT 1GB comes with a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and makes use of a 65/55 nm design. It is made up of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.
Compare all that to the GeForce GTS 450 1GB, which uses a 40 nm design. nVidia has clocked the core frequency at 783 MHz. The GDDR5 RAM runs at a speed of 902 MHz on this model. It features 192 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 450 1GB should in theory perform just a bit faster than the GeForce 9800 GT 1GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB will be quite a bit (approximately 34%) more effective at anisotropic filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateIf using high levels of AA 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 maximum amount of information (counted in megabytes per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.