Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 260
IntroThe GeForce 9500 GT DDR2 has clock speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 RAM. It features 32 SPUs as well as 16 Texture Address Units and 8 Rasterization Operator Units.
Compare that to the GeForce GTX 260, which features core speeds of 576 MHz on the GPU, and 999 MHz on the 896 MB of GDDR3 memory. It features 192 SPUs as well as 64 TAUs and 28 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 260 should theoretically be much better than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GTX 260 will be much (more or less 319%) better at texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTX 260 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transported past the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better 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 are applied in one second. This number is calculated 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 card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.