Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 comes with a core clock frequency of 550 MHz and a DDR2 memory frequency of 500 MHz. It also features a 128-bit bus, and makes use of a 65 nm design. It features 32 SPUs, 16 TAUs, and 8 ROPs.
Compare those specs to the GeForce GT 220 GDDR3, which comes with core clock speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 memory. It features 48 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 220 GDDR3 should be quite a bit faster than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GT 220 GDDR3 should be just a bit (more or less 14%) faster with regards to texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GT 220 GDDR3 is a better choice, though not by far. (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 data (counted in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the interface width by its memory speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's 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 are applied in one second. This figure is worked out by multiplying the total number of texture units 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 applied in a second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.