Compare any two graphics cards:
GeForce 9600 GT 512MB vs GeForce GTS 250 512MB
IntroThe GeForce 9600 GT 512MB comes with a clock speed of 650 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65/55 nm design. It is comprised of 64 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.Compare those specs to the GeForce GTS 250 512MB, which has core clock speeds of 738 MHz on the GPU, and 1100 MHz on the 512 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the GeForce GTS 250 512MB should theoretically be quite a bit better than the GeForce 9600 GT 512MB in general. (explain)
Texel RateThe GeForce GTS 250 512MB should be a lot (more or less 127%) faster with regards to texture filtering than the GeForce 9600 GT 512MB. (explain)
Pixel RateThe GeForce GTS 250 512MB should be a bit (about 14%) better at full screen anti-aliasing than the GeForce 9600 GT 512MB, and will be capable of handling higher screen 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. Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of MB per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, 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 texture map elements (texels) that are processed in one second. This is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, 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 most pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.
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