Compare any two graphics cards:
GeForce 9800 GT 512MB vs GeForce GTS 450 1GB
IntroThe GeForce 9800 GT 512MB comes with a clock frequency of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit bus, and uses a 65/55 nm design. It is made up of 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the GeForce GTS 450 1GB, which comes with 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 TAUs 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 a bit superior to the GeForce 9800 GT 512MB overall. (explain)
Texel RateThe GeForce 9800 GT 512MB should be much (about 34%) more effective at anisotropic filtering than the GeForce GTS 450 1GB. (explain)
Pixel RateThe GeForce GTS 450 1GB will be much (about 31%) faster with regards to FSAA than the GeForce 9800 GT 512MB, and also will be capable of handling higher screen resolutions better. (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: Bandwidth is the maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface in one second. It's calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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 get to the maximum fill rate.