Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTS 450 1GB
IntroThe GeForce 9800 GT 1GB has a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit memory bus, and uses a 65/55 nm design. It is comprised of 112 SPUs, 56 Texture Address Units, and 16 ROPs.
Compare those specifications to the GeForce GTS 450 1GB, which has GPU core speed of 783 MHz, and 1024 MB of GDDR5 memory running at 902 MHz through a 128-bit bus. It also features 192 Stream Processors, 32 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 450 1GB is 0% quicker than the GeForce 9800 GT 1GB overall, because of its higher bandwidth. (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 screen resolution is important to you, then the GeForce GTS 450 1GB is the winner, 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 max amount of information (in units of MB per second) that can be transferred past the external memory interface within a second. The number is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, 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 number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core 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 is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.