Compare any two graphics cards:
GeForce 9500 GT 512MB GDDR3 vs GeForce GT 315
IntroThe GeForce 9500 GT 512MB GDDR3 features clock speeds of 550 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 RAM. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare all that to the GeForce GT 315, which uses a 40 nm design. nVidia has clocked the core frequency at 625 MHz. The DDR3 RAM runs at a speed of 790 MHz on this card. It features 48 SPUs along with 16 TAUs and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9500 GT 512MB GDDR3 should theoretically be a bit faster than the GeForce GT 315 in general. (explain)
Texel RateThe GeForce GT 315 will be just a bit (about 14%) better at texture filtering than the GeForce 9500 GT 512MB GDDR3. (explain)
Pixel RateThe GeForce GT 315 should be just a bit (more or less 14%) better at anti-aliasing than the GeForce 9500 GT 512MB GDDR3, and also will be able to handle higher screen resolutions while still performing well. (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 (in units of MB per second) that can be transported across the external memory interface in a second. It is worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs 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 fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.