Compare any two graphics cards:
GeForce 8400 GS 512MB vs GeForce 9500 GT DDR2
IntroThe GeForce 8400 GS 512MB comes with a core clock frequency of 650 MHz and a DDR2 memory frequency of 400 MHz. It also features a 64-bit bus, and makes use of a 80 nm design. It features 16 SPUs, 8 Texture Address Units, and 4 ROPs.
Compare all of that to the GeForce 9500 GT DDR2, which has clock speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 RAM. It features 32 SPUs along with 16 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 9500 GT DDR2 should theoretically be quite a bit better than the GeForce 8400 GS 512MB in general. (explain)
Texel RateThe GeForce 9500 GT DDR2 is much (more or less 69%) more effective at anisotropic filtering than the GeForce 8400 GS 512MB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce 9500 GT DDR2 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 megabytes per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. If the card has DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total number of texture units of the card by the core 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 processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the card's 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 fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.