Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 260
IntroThe GeForce 9500 GT DDR2 has a clock speed of 550 MHz and a DDR2 memory speed of 500 MHz. It also uses a 128-bit bus, and makes use of a 65 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all of that to the GeForce GTX 260, which comes with a GPU core clock speed of 576 MHz, and 896 MB of GDDR3 memory set to run at 999 MHz through a 448-bit bus. It also features 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 will be 599% quicker than the GeForce 9500 GT DDR2 overall, because of its higher data rate. (explain)
Texel RateThe GeForce GTX 260 should be a lot (approximately 319%) more effective at AF than the GeForce 9500 GT DDR2. (explain)
Pixel RateThe GeForce GTX 260 will be a lot (more or less 267%) faster with regards to anti-aliasing than the GeForce 9500 GT DDR2, and also capable of handling higher screen resolutions better. (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 (counted in megabytes per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, 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 number of texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.