Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTX 550 Ti
IntroThe GeForce 9800 GT 1GB comes with a GPU core clock speed of 600 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 256-bit bus. It also features 112 Stream Processors, 56 TAUs, and 16 Raster Operation Units.
Compare those specifications to the GeForce GTX 550 Ti, which uses a 40 nm design. nVidia has clocked the core speed at 900 MHz. The GDDR5 RAM runs at a speed of 1026 MHz on this model. It features 192 SPUs along with 32 Texture Address Units and 24 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTX 550 Ti should theoretically be quite a bit faster than the GeForce 9800 GT 1GB in general. (explain)
Texel RateThe GeForce 9800 GT 1GB should be a little bit (about 17%) better at AF than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti will be a lot (approximately 125%) faster with regards to AA than the GeForce 9800 GT 1GB, and also should be capable of handling higher resolutions while still performing well. (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 information (in units of MB per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could 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 Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.