Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 210
IntroThe GeForce 9500 GT DDR2 comes with a core clock speed of 550 MHz and a DDR2 memory frequency of 500 MHz. It also features a 128-bit bus, and uses a 65 nm design. It is comprised of 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare that to the GeForce GT 210, which has core speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 RAM. It features 16 SPUs as well as 8 Texture Address Units and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9500 GT DDR2 should perform a lot faster than the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 9500 GT DDR2 will be quite a bit (more or less 87%) faster with regards to anisotropic filtering than the GeForce GT 210. (explain)
Pixel RateIf using high levels of AA 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: Bandwidth is the maximum amount of information (in units of megabytes per second) that can be moved past the external memory interface in a second. It's calculated by multiplying the interface width by the speed of its memory. If the card has DDR RAM, it must 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 AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.