Compare any two graphics cards:
GeForce 9500 GT 1GB GDDR3 vs GeForce GT 240 GDDR5
IntroThe GeForce 9500 GT 1GB GDDR3 has a GPU core clock speed of 550 MHz, and the 1024 MB of GDDR3 RAM is set to run at 800 MHz through a 128-bit bus. It also features 32 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare those specs to the GeForce GT 240 GDDR5, which has GPU clock speed of 550 MHz, and 512 MB of GDDR5 RAM running at 850 MHz through a 128-bit bus. It also features 96 SPUs, 32 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 240 GDDR5 should perform 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 (approximately 100%) more effective at texture filtering than the GeForce 9500 GT 1GB GDDR3. (explain)
Pixel RateBoth cards have the exact same pixel fill rate, so theoretically they should be equally good at at FSAA, 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.
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: Bandwidth is the largest amount of data (in units of megabytes per second) that can be transported over the external memory interface in a second. It is worked out by multiplying the bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This number is worked out by multiplying the total texture units of the card 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 per second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.