Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 features a GPU clock speed of 550 MHz, and the 256 MB of DDR2 RAM runs at 500 MHz through a 128-bit bus. It also features 32 SPUs, 16 TAUs, and 8 ROPs.
Compare all that to the GeForce GT 220 GDDR3, which has core speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 memory. It features 48 SPUs as well as 16 Texture Address Units and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3, in theory, should perform a lot faster than the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GT 220 GDDR3 should be a little bit (about 14%) better at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateThe GeForce GT 220 GDDR3 is a bit (more or less 14%) faster with regards to anti-aliasing than the GeForce 9500 GT DDR2, and also will be capable of handling 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 maximum amount of data (measured in megabytes per second) that can be transferred past the external memory interface within a second. It's calculated by multiplying the card's interface width by its memory speed. In the case of DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could 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 ROPs by the the core 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 rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.