Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 260
IntroThe GeForce 9500 GT DDR2 has a core clock speed of 550 MHz and a DDR2 memory frequency of 500 MHz. It also makes use of a 128-bit bus, and uses a 65 nm design. It is comprised of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare those specs to the GeForce GTX 260, which has GPU clock speed of 576 MHz, and 896 MB of GDDR3 memory set to run at 999 MHz through a 448-bit bus. It also features 192 Stream Processors, 64 Texture Address Units, and 28 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 260 should perform much faster than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GTX 260 is much (about 319%) faster with regards to AF than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using 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: Memory bandwidth is the maximum amount of information (in units of MB per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's 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 are processed in one second. This is calculated by multiplying the total amount of texture units by the core 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 processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the clock 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 fill rate is also dependant on lots of 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.