Compare any two graphics cards:
GeForce 9800 GT 1GB vs GeForce GTX 550 Ti
IntroThe GeForce 9800 GT 1GB comes with a core clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 256-bit bus, and uses a 65/55 nm design. It features 112 SPUs, 56 Texture Address Units, and 16 Raster Operation Units.
Compare those specifications to the GeForce GTX 550 Ti, which comes with a core clock speed of 900 MHz and a GDDR5 memory frequency of 1026 MHz. It also makes use of a 192-bit memory bus, and uses a 40 nm design. It is comprised of 192 SPUs, 32 TAUs, and 24 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 550 Ti should perform quite a bit faster than the GeForce 9800 GT 1GB overall. (explain)
Texel RateThe GeForce 9800 GT 1GB should be a little bit (approximately 17%) better at anisotropic filtering than the GeForce GTX 550 Ti. (explain)
Pixel RateThe GeForce GTX 550 Ti should be much (about 125%) better at anti-aliasing than the GeForce 9800 GT 1GB, and should be able to handle higher screen resolutions more effectively. (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 largest amount of information (counted in megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of colour ROPs by the the card's clock speed. 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 lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.