Compare any two graphics cards:
GeForce 9500 GT 1GB GDDR3 vs GeForce GT 240 GDDR5
IntroThe GeForce 9500 GT 1GB GDDR3 uses a 55 nm design. nVidia has set the core frequency at 550 MHz. The GDDR3 RAM works at a speed of 800 MHz on this model. It features 32 SPUs as well as 16 TAUs and 8 ROPs.
Compare those specs to the GeForce GT 240 GDDR5, which has a GPU core clock speed of 550 MHz, and 512 MB of GDDR5 memory set to run at 850 MHz through a 128-bit bus. It also is made up of 96 Stream Processors, 32 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 240 GDDR5 should perform a lot faster than the GeForce 9500 GT 1GB GDDR3 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 is a lot (about 100%) more effective at anisotropic filtering than the GeForce 9500 GT 1GB GDDR3. (explain)
Pixel RateBoth cards have the exact same pixel fill rate, so theoretically they should perform equally good at at full screen anti-aliasing, 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: Memory bandwidth is the max amount of information (measured in megabytes per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the interface width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This is calculated by multiplying the total texture units by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.