Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 650 Ti
IntroThe GeForce 9500 GT DDR2 comes with a GPU clock speed of 550 MHz, and the 256 MB of DDR2 RAM is set to run at 500 MHz through a 128-bit bus. It also features 32 SPUs, 16 TAUs, and 8 ROPs.
Compare those specifications to the GeForce GTX 650 Ti, which has core clock speeds of 928 MHz on the GPU, and 1350 MHz on the 1024 MB of GDDR5 memory. It features 768 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 650 Ti should perform quite a bit faster than the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GTX 650 Ti should be quite a bit (more or less 575%) faster with regards to texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 650 Ti is the winner, by far. (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 max 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. If the card has DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total number of texture units of the card by the core clock 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 applied in one second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka 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, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.