Compare any two graphics cards:
GeForce 9500 GT 1GB GDDR3 vs GeForce GT 240 GDDR5
IntroThe GeForce 9500 GT 1GB GDDR3 comes with clock 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 Texture Address Units and 8 ROPs.
Compare those specs to the GeForce GT 240 GDDR5, which uses a 40 nm design. nVidia has clocked the core speed at 550 MHz. The GDDR5 memory runs at a speed of 850 MHz on this model. It features 96 SPUs as well as 32 TAUs and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 240 GDDR5, in theory, should perform much faster than the GeForce 9500 GT 1GB GDDR3 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 will be a lot (approximately 100%) better at AF than the GeForce 9500 GT 1GB GDDR3. (explain)
Pixel RateBoth cards have exactly the same pixel fill rate, so theoretically they should be equally good at at AA, 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.
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: Memory bandwidth is the maximum amount of data (counted in megabytes per second) that can be moved across the external memory interface in a second. It's worked out by multiplying the interface width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 texture map elements (texels) that can be applied in one second. This number is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the 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 maximum number of pixels the video card could 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 Raster Operations Pipelines by the the core 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, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.