Compare any two graphics cards:
GeForce 9500 GT DDR2 vs GeForce GT 210
IntroThe GeForce 9500 GT DDR2 has a clock frequency of 550 MHz and a DDR2 memory frequency of 500 MHz. It also makes use of a 128-bit memory bus, and uses a 65 nm design. It features 32 SPUs, 16 TAUs, and 8 ROPs.
Compare that to the GeForce GT 210, which has a core clock frequency of 589 MHz and a DDR3 memory frequency of 800 MHz. It also uses a 64-bit bus, and makes use of a 40 nm design. It is comprised of 16 SPUs, 8 TAUs, and 4 ROPs.
(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 a lot superior to the GeForce GT 210 in general. (explain)
Texel RateThe GeForce 9500 GT DDR2 is quite a bit (more or less 87%) better at AF 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of data (in units of megabytes per second) that can be moved past the external memory interface in a second. The number is worked out by multiplying the interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are processed per second. This is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). 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 potential to get to the max fill rate.