Join Us On Facebook

Compare any two graphics cards:
VS

GeForce 9500 GT DDR2 vs GeForce GTX 260

Intro

The GeForce 9500 GT DDR2 comes with a core clock frequency of 550 MHz and a DDR2 memory frequency of 500 MHz. It also makes use of a 128-bit bus, and makes use of a 65 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.

Compare those specifications to the GeForce GTX 260, which features a clock speed of 576 MHz and a GDDR3 memory speed of 999 MHz. It also uses a 448-bit memory bus, and uses a 65 nm design. It is comprised of 192 SPUs, 64 Texture Address Units, and 28 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce 9500 GT DDR2 50 Watts
GeForce GTX 260 182 Watts
Difference: 132 Watts (264%)

Memory Bandwidth

The GeForce GTX 260 should theoretically perform a lot faster than the GeForce 9500 GT DDR2 in general. (explain)

GeForce GTX 260 111888 MB/sec
GeForce 9500 GT DDR2 16000 MB/sec
Difference: 95888 (599%)

Texel Rate

The GeForce GTX 260 is much (more or less 319%) more effective at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)

GeForce GTX 260 36864 Mtexels/sec
GeForce 9500 GT DDR2 8800 Mtexels/sec
Difference: 28064 (319%)

Pixel Rate

The GeForce GTX 260 is quite a bit (about 267%) faster with regards to anti-aliasing than the GeForce 9500 GT DDR2, and capable of handling higher resolutions without losing too much performance. (explain)

GeForce GTX 260 16128 Mpixels/sec
GeForce 9500 GT DDR2 4400 Mpixels/sec
Difference: 11728 (267%)

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.

Price Comparison

GeForce 9500 GT DDR2

Amazon.com

GeForce GTX 260

Amazon.com

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.

Specifications

Model GeForce 9500 GT DDR2 GeForce GTX 260
Manufacturer nVidia nVidia
Year July 2008 June 16, 2008
Code Name G96a G200
Fab Process 65 nm 65 nm
Bus PCIe x16 2.0, PCI PCIe x16 2.0
Memory 256 MB 896 MB
Core Speed 550 MHz 576 MHz
Shader Speed 1400 MHz 1242 MHz
Memory Speed 500 MHz (1000 MHz effective) 999 MHz (1998 MHz effective)
Unified Shaders 32 192
Texture Mapping Units 16 64
Render Output Units 8 28
Bus Type DDR2 GDDR3
Bus Width 128-bit 448-bit
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.1
Power (Max TDP) 50 watts 182 watts
Shader Model 4.0 4.0
Bandwidth 16000 MB/sec 111888 MB/sec
Texel Rate 8800 Mtexels/sec 36864 Mtexels/sec
Pixel Rate 4400 Mpixels/sec 16128 Mpixels/sec

Memory Bandwidth: Bandwidth is the maximum amount of data (counted in megabytes per second) that can be transported across the external memory interface in a second. It's calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card 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 Raster Operations Pipelines 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 lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.

Comments

Be the first to leave a comment!

Your email address will not be published.


You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Spam Protection by WP-SpamFree