Compare any two graphics cards:
GeForce 8800 GT 1GB vs GeForce 9500 GT 512MB GDDR3
IntroThe GeForce 8800 GT 1GB uses a 65 nm design. nVidia has clocked the core speed at 600 MHz. The GDDR3 RAM runs at a frequency of 900 MHz on this card. It features 112 SPUs as well as 56 Texture Address Units and 16 Rasterization Operator Units.
Compare those specifications to the GeForce 9500 GT 512MB GDDR3, which has GPU core speed of 550 MHz, and 512 MB of GDDR3 RAM set to run at 800 MHz through a 128-bit bus. It also features 32 SPUs, 16 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 8800 GT 1GB should perform quite a bit faster than the GeForce 9500 GT 512MB GDDR3 overall. (explain)
Texel RateThe GeForce 8800 GT 1GB will be much (more or less 282%) better at anisotropic filtering than the GeForce 9500 GT 512MB GDDR3. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce 8800 GT 1GB is superior to the GeForce 9500 GT 512MB GDDR3, by far. (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 information (counted in MB per second) that can be transferred past the external memory interface within a second. The number is worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 number of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the video 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 number of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.