Compare any two graphics cards:
GeForce 9500 GT DDR2 vs Radeon R5 M330
IntroThe GeForce 9500 GT DDR2 makes use of a 65 nm design. nVidia has set the core frequency at 550 MHz. The DDR2 memory runs at a frequency of 500 MHz on this specific model. It features 32 SPUs along with 16 Texture Address Units and 8 Rasterization Operator Units.
Compare all of that to the Radeon R5 M330, which has GPU clock speed of 1030 MHz, and 2048 MB of DDR3 RAM running at 900 MHz through a 64-bit bus. It also is made up of 320 Stream Processors, 20 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
As far as performance goes, the GeForce 9500 GT DDR2 should theoretically be a bit better than the Radeon R5 M330 in general. (explain)
Texel RateThe Radeon R5 M330 will be quite a bit (more or less 134%) more effective at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using a high resolution is important to you, then the Radeon R5 M330 is the winner, 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 largest amount of data (measured in MB per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, 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 can be processed in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling 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 that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill 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 potential to get to the max fill rate.