Compare any two graphics cards:
GeForce 9500 GT 1GB GDDR3 vs GeForce GT 240 GDDR5
IntroThe GeForce 9500 GT 1GB GDDR3 features a GPU clock speed of 550 MHz, and the 1024 MB of GDDR3 memory runs at 800 MHz through a 128-bit bus. It also features 32 SPUs, 16 TAUs, and 8 ROPs.
Compare those specs to the GeForce GT 240 GDDR5, which features a GPU core clock speed of 550 MHz, and 512 MB of GDDR5 RAM running at 850 MHz through a 128-bit bus. It also is made up of 96 Stream Processors, 32 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 240 GDDR5, in theory, should be quite a bit faster than the GeForce 9500 GT 1GB GDDR3 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 should be a lot (approximately 100%) more effective at AF than the GeForce 9500 GT 1GB GDDR3. (explain)
Pixel RateBoth cards have the exact same pixel rate, so in theory they should perform equally good at at full screen anti-aliasing, and be able to handle the same screen 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: Memory bandwidth is the largest amount of data (in units of MB per second) that can be transferred past the external memory interface in a second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.