Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 comes with a clock speed of 550 MHz and a DDR2 memory frequency of 500 MHz. It also makes use of a 128-bit bus, and makes use of a 65 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare all of that to the GeForce GT 220 GDDR3, which comes with 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 made up of 48 Stream Processors, 16 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 220 GDDR3 should be a lot faster than the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GT 220 GDDR3 is a small bit (more or less 14%) better at texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GT 220 GDDR3 is a better choice, though only just barely. (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 max amount of data (in units of megabytes per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type memory, the result should be multiplied by 2 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 per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the graphics 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 most pixels that the graphics card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.