Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 650 Ti
IntroThe GeForce 9500 GT DDR2 uses a 65 nm design. nVidia has set the core speed at 550 MHz. The DDR2 memory works at a frequency of 500 MHz on this model. It features 32 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare all of that to the GeForce GTX 650 Ti, which features a core clock speed of 928 MHz and a GDDR5 memory speed of 1350 MHz. It also uses a 128-bit memory bus, and uses a 28 nm design. It is comprised of 768 SPUs, 64 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTX 650 Ti should in theory be quite a bit better than the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GTX 650 Ti should be much (more or less 575%) faster with regards to 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: Bandwidth is the largest amount of data (counted in MB per second) that can be moved over the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses 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 can be processed in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.