Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 features 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 ROPs.
Compare those specifications to the GeForce GT 220 GDDR3, which features a clock speed of 625 MHz and a GDDR3 memory frequency of 1012 MHz. It also features a 128-bit bus, and makes use of a 40 nm design. It is made up of 48 SPUs, 16 Texture Address Units, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3, in theory, should perform quite a bit faster than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GT 220 GDDR3 should be a little bit (more or less 14%) faster with regards to AF than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GT 220 GDDR3 is a better choice, not by a very large margin though. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of information (counted in megabytes per second) that can be transferred across the external memory interface in a second. It's calculated by multiplying the bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better 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 are processed in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, 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 the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.