Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 210
IntroThe GeForce 9500 GT DDR2 comes with clock speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 RAM. It features 32 SPUs as well as 16 Texture Address Units and 8 Rasterization Operator Units.
Compare all of that to the GeForce GT 210, which has a core clock speed of 589 MHz and a DDR3 memory frequency of 800 MHz. It also makes use of a 64-bit memory bus, and uses a 40 nm design. It features 16 SPUs, 8 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 9500 GT DDR2 should be a lot faster than the GeForce GT 210 overall. (explain)
Texel RateThe GeForce 9500 GT DDR2 will be a lot (about 87%) better at texture filtering than the GeForce GT 210. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce 9500 GT DDR2 is superior to the GeForce GT 210, by a large margin. (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 moved across the external memory interface in one second. It's worked out by multiplying the card's interface width by its memory speed. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as 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 memory bandwidth is, the lower the ability to get to the max fill rate.