Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 260
IntroThe GeForce 9500 GT DDR2 has a GPU core speed of 550 MHz, and the 256 MB of DDR2 RAM is set to run at 500 MHz through a 128-bit bus. It also is comprised of 32 Stream Processors, 16 Texture Address Units, and 8 ROPs.
Compare those specs to the GeForce GTX 260, which features GPU clock speed of 576 MHz, and 896 MB of GDDR3 memory 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)
As far as performance goes, the GeForce GTX 260 should in theory be a lot better than the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GTX 260 should be quite a bit (about 319%) better at texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateThe GeForce GTX 260 is much (more or less 267%) better at anti-aliasing than the GeForce 9500 GT DDR2, and also will be able to handle higher resolutions more effectively. (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 largest amount of information (measured in megabytes per second) that can be transported past the external memory interface in a second. It's calculated by multiplying the bus width by its memory clock speed. If the card has DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster 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 per second. This number is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core 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 output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.