Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 650 Ti
IntroThe GeForce 9500 GT DDR2 has a clock frequency of 550 MHz and a DDR2 memory frequency of 500 MHz. It also features a 128-bit memory bus, and uses a 65 nm design. It is comprised of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare all that to the GeForce GTX 650 Ti, which has GPU clock speed of 928 MHz, and 1024 MB of GDDR5 memory running at 1350 MHz through a 128-bit bus. It also is made up of 768 Stream Processors, 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 much superior to the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GTX 650 Ti should be quite a bit (more or less 575%) faster with regards to anisotropic filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 650 Ti is superior to the GeForce 9500 GT DDR2, 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 largest amount of data (counted in megabytes per second) that can be transported across the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.