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 speed at 600 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this card. It features 112 SPUs along with 56 TAUs and 16 ROPs.
Compare those specs to the GeForce GTS 450 1GB, which has clock speeds of 783 MHz on the GPU, and 902 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTS 450 1GB should theoretically be a little 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%) more effective at anisotropic filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateIf using lots of anti-aliasing 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: Memory bandwidth is the largest amount of data (measured in MB per second) that can be transported past the external memory interface in one second. The number is calculated by multiplying the interface width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses 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 texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total amount of texture units by the core 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 most pixels that the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 ability to reach the maximum fill rate.