Compare any two graphics cards:
GeForce GTX 465 vs GeForce GTX 980M
IntroThe GeForce GTX 465 features a GPU core clock speed of 607 MHz, and the 1024 MB of GDDR5 RAM runs at 802 MHz through a 256-bit bus. It also is comprised of 352 SPUs, 44 Texture Address Units, and 32 ROPs.
Compare those specifications to the GeForce GTX 980M, which has a core clock speed of 1038 MHz and a GDDR5 memory frequency of 1000 MHz. It also uses a 256-bit bus, and uses a 28 nm design. It is made up of 1536 SPUs, 96 TAUs, and 64 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 980M should be a lot faster than the GeForce GTX 465 overall. (explain)
Texel RateThe GeForce GTX 980M will be quite a bit (about 273%) more effective at anisotropic filtering than the GeForce GTX 465. (explain)
Pixel RateThe GeForce GTX 980M should be a lot (approximately 242%) more effective at AA than the GeForce GTX 465, and also able to handle higher resolutions without slowing down too much. (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 data (measured in megabytes per second) that can be moved across the external memory interface within a second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better 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 are processed in one second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the video 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 write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.