Compare any two graphics cards:
GeForce 940M vs GeForce 9600 GSO ASUS 512
IntroThe GeForce 940M comes with a clock frequency of 1072 MHz and a DDR3 memory speed of 1000 MHz. It also makes use of a 64-bit bus, and uses a 28 nm design. It is made up of 384 SPUs, 24 Texture Address Units, and 8 ROPs.
Compare all that to the GeForce 9600 GSO ASUS 512, which uses a 65 nm design. nVidia has clocked the core speed at 550 MHz. The DDR2 memory runs at a speed of 500 MHz on this specific card. It features 96 SPUs along with 48 TAUs and 12 ROPs.
Power Usage and Theoretical Benchmarks
Both cards have the exact same memory bandwidth, so theoretically they should have identical performance. (explain)
Texel RateThe GeForce 9600 GSO ASUS 512 should be a small bit (about 3%) more effective at texture filtering than the GeForce 940M. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 940M 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: Memory bandwidth is the max amount of data (measured in MB per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the bus width by the speed of its memory. If the card has DDR type RAM, it should be multiplied by 2 again. If 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 high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This is worked out by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also 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 - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.