Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 has a GPU clock speed of 550 MHz, and the 256 MB of DDR2 RAM runs at 500 MHz through a 128-bit bus. It also features 32 Stream Processors, 16 TAUs, and 8 Raster Operation Units.
Compare those specifications to the GeForce GT 220 GDDR3, which has clock speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 memory. It features 48 SPUs along with 16 TAUs and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3 should theoretically be a lot faster than the GeForce 9500 GT DDR2 overall. (explain)
Texel RateThe GeForce GT 220 GDDR3 should be a bit (more or less 14%) better at AF than the GeForce 9500 GT DDR2. (explain)
Pixel RateThe GeForce GT 220 GDDR3 will be a little bit (approximately 14%) better at AA than the GeForce 9500 GT DDR2, and also will be capable of handling higher resolutions more effectively. (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 information (in units of MB per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the bus width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number is calculated by multiplying the total number of texture units by the core clock 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 applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.