Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 220 GDDR3
IntroThe GeForce 9500 GT DDR2 has core speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 memory. It features 32 SPUs along with 16 Texture Address Units and 8 Rasterization Operator Units.
Compare all of that to the GeForce GT 220 GDDR3, which has a clock frequency of 625 MHz and a GDDR3 memory speed of 1012 MHz. It also uses a 128-bit memory bus, and uses a 40 nm design. It is comprised of 48 SPUs, 16 Texture Address Units, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 220 GDDR3 should be much faster than the GeForce 9500 GT DDR2 in general. (explain)
Texel RateThe GeForce GT 220 GDDR3 should be a little bit (approximately 14%) more effective at texture filtering than the GeForce 9500 GT DDR2. (explain)
Pixel RateThe GeForce GT 220 GDDR3 is a little bit (approximately 14%) faster with regards to anti-aliasing than the GeForce 9500 GT DDR2, and capable of handling higher screen 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 maximum amount of information (measured in megabytes per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, 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 maximum amount of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out 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 rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.