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GeForce 9500 GT DDR2 vs GeForce GTX 260

Intro

The GeForce 9500 GT DDR2 features core speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 memory. It features 32 SPUs along with 16 TAUs and 8 Rasterization Operator Units.

Compare all that to the GeForce GTX 260, which uses a 65 nm design. nVidia has clocked the core speed at 576 MHz. The GDDR3 RAM runs at a frequency of 999 MHz on this specific card. It features 192 SPUs as well as 64 TAUs and 28 Rasterization Operator Units.

Display Graphs

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(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

Performance-wise, the GeForce GTX 260 should in theory be a lot better 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 should be quite a bit (more or less 319%) more effective at AF 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

If running with a high screen resolution is important to you, then the GeForce GTX 260 is superior to the GeForce 9500 GT DDR2, and very much so. (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

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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

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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: Memory bandwidth is the maximum amount of information (in units of MB per second) that can be moved across the external memory interface in one second. The number is worked out by multiplying the bus width by its memory clock speed. If the card has DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the better 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 number of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the 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 maximum number of pixels the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.

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