Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 has a clock frequency of 550 MHz and a DDR2 memory frequency of 500 MHz. It also uses a 128-bit memory bus, and makes use of a 65 nm design. It is made up of 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare those specs to the GeForce GT 220 GDDR3, which has a GPU core clock speed of 625 MHz, and 512 MB of GDDR3 RAM running at 1012 MHz through a 128-bit bus. It also is comprised of 48 Stream Processors, 16 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 220 GDDR3 should in theory be much better than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GT 220 GDDR3 is just a bit (approximately 14%) better at anisotropic filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 220 GDDR3 is a better choice, but only just. (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 largest amount of data (counted in megabytes per second) that can be transported across the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to the 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 - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on 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 bandwidth is, the lower the potential to get to the maximum fill rate.