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GeForce 9500 GT DDR2 vs Radeon HD 7770

Intro

The GeForce 9500 GT DDR2 comes with core speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 memory. It features 32 SPUs along with 16 TAUs and 8 Rasterization Operator Units.

Compare that to the Radeon HD 7770, which has a clock speed of 1000 MHz and a GDDR5 memory frequency of 1125 MHz. It also makes use of a 128-bit bus, and makes use of a 28 nm design. It is comprised of 640 SPUs, 40 Texture Address Units, and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9500 GT DDR2 50 Watts
Radeon HD 7770 80 Watts
Difference: 30 Watts (60%)

Memory Bandwidth

The Radeon HD 7770 should in theory be much faster than the GeForce 9500 GT DDR2 overall. (explain)

Radeon HD 7770 72000 MB/sec
GeForce 9500 GT DDR2 16000 MB/sec
Difference: 56000 (350%)

Texel Rate

The Radeon HD 7770 is much (more or less 355%) better at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)

Radeon HD 7770 40000 Mtexels/sec
GeForce 9500 GT DDR2 8800 Mtexels/sec
Difference: 31200 (355%)

Pixel Rate

The Radeon HD 7770 should be much (more or less 264%) faster with regards to full screen anti-aliasing than the GeForce 9500 GT DDR2, and capable of handling higher resolutions better. (explain)

Radeon HD 7770 16000 Mpixels/sec
GeForce 9500 GT DDR2 4400 Mpixels/sec
Difference: 11600 (264%)

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 Comparison

GeForce 9500 GT DDR2

Amazon.com

Radeon HD 7770

Amazon.com

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.

Specifications

Model GeForce 9500 GT DDR2 Radeon HD 7770
Manufacturer nVidia AMD
Year July 2008 February 2012
Code Name G96a Cape Verde XT
Fab Process 65 nm 28 nm
Bus PCIe x16 2.0, PCI PCIe 3.0 x16
Memory 256 MB 1024 MB
Core Speed 550 MHz 1000 MHz
Shader Speed 1400 MHz (N/A) MHz
Memory Speed 500 MHz (1000 MHz effective) 1125 MHz (4500 MHz effective)
Unified Shaders 32 640
Texture Mapping Units 16 40
Render Output Units 8 16
Bus Type DDR2 GDDR5
Bus Width 128-bit 128-bit
DirectX Version DirectX 10 DirectX 11.1
OpenGL Version OpenGL 3.0 OpenGL 4.2
Power (Max TDP) 50 watts 80 watts
Shader Model 4.0 5.0
Bandwidth 16000 MB/sec 72000 MB/sec
Texel Rate 8800 Mtexels/sec 40000 Mtexels/sec
Pixel Rate 4400 Mpixels/sec 16000 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of information (measured in MB per second) that can be moved across the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 once again. If it uses 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 high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core 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 output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.

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