Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 210
IntroThe GeForce 9500 GT DDR2 has a clock speed of 550 MHz and a DDR2 memory speed of 500 MHz. It also uses a 128-bit memory bus, and uses a 65 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specs to the GeForce GT 210, which comes with a GPU core clock speed of 589 MHz, and 512 MB of DDR3 RAM running at 800 MHz through a 64-bit bus. It also is comprised of 16 Stream Processors, 8 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 9500 GT DDR2 should be much faster than the GeForce GT 210 overall. (explain)
Texel RateThe GeForce 9500 GT DDR2 should be a lot (more or less 87%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce 9500 GT DDR2 is the winner, 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 maximum amount of information (counted in MB per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.