Compare any two graphics cards:
GeForce 940M vs GeForce 9600 GSO ASUS 512
IntroThe GeForce 940M has a GPU core speed of 1072 MHz, and the 2048 MB of DDR3 RAM runs at 1000 MHz through a 64-bit bus. It also features 384 Stream Processors, 24 Texture Address Units, and 8 Raster Operation Units.
Compare all that to the GeForce 9600 GSO ASUS 512, which comes with GPU core speed of 550 MHz, and 512 MB of DDR2 memory set to run at 500 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 48 TAUs, and 12 ROPs.
Power Usage and Theoretical Benchmarks
Both cards have the exact same bandwidth, so in theory they should perform the same. (explain)
Texel RateThe GeForce 9600 GSO ASUS 512 should be a bit (about 3%) more effective at anisotropic filtering than the GeForce 940M. (explain)
Pixel RateThe GeForce 940M will be a lot (about 30%) faster with regards to anti-aliasing than the GeForce 9600 GSO ASUS 512, and 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.
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 data (in units of megabytes per second) that can be transferred over the external memory interface in a second. It's calculated by multiplying the interface width by its memory clock speed. In the case of DDR type RAM, the result should be multiplied by 2 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 AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.