Compare any two graphics cards:
GeForce 9500 GT 1GB GDDR3 vs GeForce GT 240 GDDR5
IntroThe GeForce 9500 GT 1GB GDDR3 has a core clock speed of 550 MHz and a GDDR3 memory speed of 800 MHz. It also uses a 128-bit bus, and makes use of a 55 nm design. It features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specifications to the GeForce GT 240 GDDR5, which has GPU core speed of 550 MHz, and 512 MB of GDDR5 memory set to run at 850 MHz through a 128-bit bus. It also features 96 Stream Processors, 32 TAUs, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 240 GDDR5 will be 113% quicker than the GeForce 9500 GT 1GB GDDR3 in general, because of its greater data rate. (explain)
Texel RateThe GeForce GT 240 GDDR5 is a lot (about 100%) better at anisotropic filtering than the GeForce 9500 GT 1GB GDDR3. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so in theory they should be equally good at at FSAA, and be able to handle the same resolutions. (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 max amount of data (counted in MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the card's interface width by its memory speed. If it uses DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher 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 amount of texture map elements (texels) that can be applied per second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units 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 rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.