Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 has clock speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 RAM. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare all of that to the GeForce GT 220 GDDR3, which makes use of a 40 nm design. nVidia has clocked the core speed at 625 MHz. The GDDR3 RAM runs at a frequency of 1012 MHz on this card. It features 48 SPUs along with 16 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 220 GDDR3 should theoretically be much better than the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GT 220 GDDR3 is just a bit (approximately 14%) better at texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GT 220 GDDR3 is superior to the GeForce 9500 GT DDR2, though only just barely. (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 information (counted in MB per second) that can be transported past the external memory interface in one second. The number is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.