Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 210
IntroThe GeForce 9500 GT DDR2 comes with core speeds of 550 MHz on the GPU, and 500 MHz on the 256 MB of DDR2 memory. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare those specs to the GeForce GT 210, which has clock speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. 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)
Performance-wise, the GeForce 9500 GT DDR2 should theoretically be much superior to the GeForce GT 210 overall. (explain)
Texel RateThe GeForce 9500 GT DDR2 is a lot (approximately 87%) more effective at texture filtering than the GeForce GT 210. (explain)
Pixel RateThe GeForce 9500 GT DDR2 is a lot (approximately 87%) more effective at AA than the GeForce GT 210, and should be able to handle higher screen resolutions without losing too much performance. (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 (measured in megabytes per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units by the core 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 applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. 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 fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.