Compare any two graphics cards:
GeForce 9500 GT DDR2 vs Radeon R5 M330
IntroThe GeForce 9500 GT DDR2 comes with a clock speed of 550 MHz and a DDR2 memory frequency of 500 MHz. It also features a 128-bit memory bus, and makes use of a 65 nm design. It is comprised of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare all that to the Radeon R5 M330, which has a core clock frequency of 1030 MHz and a DDR3 memory frequency of 900 MHz. It also features a 64-bit memory bus, and makes use of a 28 nm design. It is comprised of 320 SPUs, 20 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
The GeForce 9500 GT DDR2, in theory, should perform a bit faster than the Radeon R5 M330 in general. (explain)
Texel RateThe Radeon R5 M330 should be quite a bit (about 134%) better at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateThe Radeon R5 M330 is quite a bit (more or less 87%) more effective at full screen anti-aliasing than the GeForce 9500 GT DDR2, and also will be able to handle higher resolutions without slowing down too much. (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 maximum amount of information (measured in MB per second) that can be transported across the external memory interface in a second. The number is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If 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 are processed in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.