Compare any two graphics cards:
GeForce 9500 GT 1GB GDDR3 vs GeForce GT 320
IntroThe GeForce 9500 GT 1GB GDDR3 makes use of a 55 nm design. nVidia has set the core frequency at 550 MHz. The GDDR3 RAM is set to run at a frequency of 800 MHz on this card. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare all that to the GeForce GT 320, which has core speeds of 540 MHz on the GPU, and 790 MHz on the 1024 MB of GDDR3 memory. It features 72 SPUs along with 24 TAUs and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9500 GT 1GB GDDR3 will be 1% quicker than the GeForce GT 320 overall, due to its higher data rate. (explain)
Texel RateThe GeForce GT 320 is a lot (about 47%) faster with regards to texture filtering than the GeForce 9500 GT 1GB GDDR3. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce 9500 GT 1GB GDDR3 is superior to the GeForce GT 320, but it probably won't make a huge difference. (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 data (in units of MB per second) that can be transported past the external memory interface within a second. It is calculated 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 once again. If DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 chip can possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units 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 is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.