Compare any two graphics cards:
GeForce 9500 GT 512MB GDDR3 vs GeForce GTX 480
IntroThe GeForce 9500 GT 512MB GDDR3 comes with core speeds of 550 MHz on the GPU, and 800 MHz on the 512 MB of GDDR3 memory. It features 32 SPUs as well as 16 TAUs and 8 ROPs.
Compare those specifications to the GeForce GTX 480, which comes with core clock speeds of 700 MHz on the GPU, and 924 MHz on the 1536 MB of GDDR5 RAM. It features 480 SPUs along with 60 Texture Address Units and 48 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTX 480 should be a lot faster than the GeForce 9500 GT 512MB GDDR3 in general. (explain)
Texel RateThe GeForce GTX 480 will be a lot (about 377%) better at anisotropic filtering than the GeForce 9500 GT 512MB GDDR3. (explain)
Pixel RateThe GeForce GTX 480 should be much (approximately 664%) faster with regards to AA than the GeForce 9500 GT 512MB GDDR3, and will be capable of handling higher resolutions more effectively. (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 largest amount of information (measured in MB per second) that can be transported past the external memory interface within a second. It's calculated by multiplying the interface width by its memory clock speed. If the card has DDR type RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs 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 also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.