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 works at a speed of 900 MHz on this specific card. It features 112 SPUs along with 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce GTS 450 1GB, which features core 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 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTS 450 1GB should theoretically be a bit better than the GeForce 9800 GT 1GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB is quite a bit (approximately 34%) better at AF than the GeForce GTS 450 1GB. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GTS 450 1GB is the winner, 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be transported over the external memory interface in one second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 again. If 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, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.