Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 has core clock speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 RAM. It features 32 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare those specs to the GeForce GT 220 GDDR3, which uses a 40 nm design. nVidia has clocked the core speed at 625 MHz. The GDDR3 memory is set to run at a frequency of 1012 MHz on this model. It features 48 SPUs as well as 16 Texture Address Units and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 220 GDDR3 should perform a lot faster than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GT 220 GDDR3 will be just a bit (about 14%) faster with regards to AF than the GeForce 9500 GT DDR2. (explain)
Pixel RateThe GeForce GT 220 GDDR3 should be a little bit (about 14%) faster with regards to anti-aliasing than the GeForce 9500 GT DDR2, and also will be capable of handling higher screen resolutions better. (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 maximum amount of data (measured in MB per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the bus width by the speed of its memory. In the case of DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the clock 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.