Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GTX 260
IntroThe GeForce 9500 GT DDR2 has a clock frequency of 550 MHz and a DDR2 memory speed of 500 MHz. It also uses a 128-bit memory bus, and uses a 65 nm design. It is made up of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all that to the GeForce GTX 260, which features a core clock frequency of 576 MHz and a GDDR3 memory frequency of 999 MHz. It also makes use of a 448-bit memory bus, and uses a 65 nm design. It is made up of 192 SPUs, 64 TAUs, 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 quite a bit faster than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GTX 260 is a lot (about 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 a better choice, and very much so. (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 MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the interface width by the speed of its memory. If the card has DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the 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 applied per second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.