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GeForce 9500 GT DDR2 vs GeForce GTX 260

Intro

The GeForce 9500 GT DDR2 makes use of a 65 nm design. nVidia has set the core speed at 550 MHz. The DDR2 RAM is set to run at a speed of 500 MHz on this particular model. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.

Compare those specs to the GeForce GTX 260, which features a GPU core clock speed of 576 MHz, and 896 MB of GDDR3 RAM set to run at 999 MHz through a 448-bit bus. It also is comprised of 192 SPUs, 64 TAUs, and 28 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9500 GT DDR2 50 Watts
GeForce GTX 260 182 Watts
Difference: 132 Watts (264%)

Memory Bandwidth

As far as performance goes, the GeForce GTX 260 should in theory be quite a bit superior to the GeForce 9500 GT DDR2 in general. (explain)

GeForce GTX 260 111888 MB/sec
GeForce 9500 GT DDR2 16000 MB/sec
Difference: 95888 (599%)

Texel Rate

The GeForce GTX 260 should be a lot (more or less 319%) better at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)

GeForce GTX 260 36864 Mtexels/sec
GeForce 9500 GT DDR2 8800 Mtexels/sec
Difference: 28064 (319%)

Pixel Rate

The GeForce GTX 260 should be a lot (approximately 267%) faster with regards to AA than the GeForce 9500 GT DDR2, and should be capable of handling higher resolutions without slowing down too much. (explain)

GeForce GTX 260 16128 Mpixels/sec
GeForce 9500 GT DDR2 4400 Mpixels/sec
Difference: 11728 (267%)

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.

Price Comparison

GeForce 9500 GT DDR2

Amazon.com

GeForce GTX 260

Amazon.com

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.

Specifications

Model GeForce 9500 GT DDR2 GeForce GTX 260
Manufacturer nVidia nVidia
Year July 2008 June 16, 2008
Code Name G96a G200
Fab Process 65 nm 65 nm
Bus PCIe x16 2.0, PCI PCIe x16 2.0
Memory 256 MB 896 MB
Core Speed 550 MHz 576 MHz
Shader Speed 1400 MHz 1242 MHz
Memory Speed 500 MHz (1000 MHz effective) 999 MHz (1998 MHz effective)
Unified Shaders 32 192
Texture Mapping Units 16 64
Render Output Units 8 28
Bus Type DDR2 GDDR3
Bus Width 128-bit 448-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1
Power (Max TDP) 50 watts 182 watts
Shader Model 4.0 4.0
Bandwidth 16000 MB/sec 111888 MB/sec
Texel Rate 8800 Mtexels/sec 36864 Mtexels/sec
Pixel Rate 4400 Mpixels/sec 16128 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the interface width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the video 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 most pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.

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