Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 260
IntroThe GeForce 9500 GT DDR2 comes with a GPU core speed of 550 MHz, and the 256 MB of DDR2 RAM runs at 500 MHz through a 128-bit bus. It also is made up of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all of that to the GeForce GTX 260, which comes with a clock speed of 576 MHz and a GDDR3 memory speed of 999 MHz. It also features a 448-bit memory bus, and uses a 65 nm design. It is comprised of 192 SPUs, 64 Texture Address Units, and 28 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTX 260 is 599% quicker than the GeForce 9500 GT DDR2 in general, due to its greater bandwidth. (explain)
Texel RateThe GeForce GTX 260 is quite a bit (approximately 319%) more effective at AF than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GTX 260 is superior to the GeForce 9500 GT DDR2, by a large margin. (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: Memory bandwidth is the max amount of data (measured in megabytes per second) that can be moved across the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. If the card has DDR RAM, it must be multiplied by 2 again. If it uses 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 amount of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the clock speed of the card. 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 output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.