Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 features a core clock frequency of 550 MHz and a DDR2 memory speed of 500 MHz. It also makes use of a 128-bit memory bus, and makes use of a 65 nm design. It is made up of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare all that to the GeForce GT 220 GDDR3, which uses a 40 nm design. nVidia has set the core frequency at 625 MHz. The GDDR3 RAM works at a frequency of 1012 MHz on this specific model. It features 48 SPUs as well as 16 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 220 GDDR3 should in theory be quite a bit superior to the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GT 220 GDDR3 will be just a bit (more or less 14%) better at texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf running with a high screen 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 information (in units of MB per second) that can be transported past the external memory interface in a second. It's worked out 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 again. If DDR5, multiply by ANOTHER 2x. The better 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 texture map elements (texels) that are processed per second. This number is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of 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.