Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 650 Ti
IntroThe GeForce 9500 GT DDR2 features a clock frequency of 550 MHz and a DDR2 memory speed of 500 MHz. It also uses a 128-bit bus, and uses a 65 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specs to the GeForce GTX 650 Ti, which makes use of a 28 nm design. nVidia has set the core speed at 928 MHz. The GDDR5 memory works at a speed of 1350 MHz on this card. It features 768 SPUs as well as 64 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 Ti should in theory be quite a bit superior to the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GTX 650 Ti is quite a bit (about 575%) more effective at anisotropic 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, and very much so. (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 transferred past the external memory interface in a second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the video 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 number of pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of colour ROPs 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 rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.