Compare any two graphics cards:
GeForce 9500 GT 1GB GDDR3 vs GeForce GT 240 GDDR5
IntroThe GeForce 9500 GT 1GB GDDR3 features core speeds of 550 MHz on the GPU, and 800 MHz on the 1024 MB of GDDR3 RAM. It features 32 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare that to the GeForce GT 240 GDDR5, which has a clock speed of 550 MHz and a GDDR5 memory frequency of 850 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It features 96 SPUs, 32 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 240 GDDR5 should be quite a bit faster than the GeForce 9500 GT 1GB GDDR3 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 should be quite a bit (more or less 100%) faster with regards to anisotropic filtering than the GeForce 9500 GT 1GB GDDR3. (explain)
Pixel RateBoth cards have exactly the same pixel rate, so in theory they should be equally good at at anti-aliasing, and be capable of handling 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 maximum amount of data (in units of MB per second) that can be transferred over the external memory interface in one second. The number is calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied per second. This number is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.