Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 260
IntroThe GeForce 9500 GT DDR2 uses a 65 nm design. nVidia has clocked the core frequency at 550 MHz. The DDR2 RAM works at a speed of 500 MHz on this specific card. It features 32 SPUs along with 16 Texture Address Units and 8 Rasterization Operator Units.
Compare all that to the GeForce GTX 260, which has GPU core speed of 576 MHz, and 896 MB of GDDR3 RAM running at 999 MHz through a 448-bit bus. It also is made up of 192 Stream Processors, 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)
The GeForce GTX 260 should theoretically perform a lot faster than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GTX 260 is much (approximately 319%) faster with regards to AF than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf running with a high resolution 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.
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 maximum amount of information (counted in megabytes per second) that can be moved across the external memory interface in one second. It's worked out by multiplying the bus width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 maximum number of pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel 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 ability to get to the maximum fill rate.