Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 320
IntroThe GeForce GT 220 GDDR3 makes use of a 40 nm design. nVidia has clocked the core frequency at 625 MHz. The GDDR3 memory is set to run at a frequency of 1012 MHz on this particular card. It features 48 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare that to the GeForce GT 320, which has a GPU core clock speed of 540 MHz, and 1024 MB of GDDR3 RAM running at 790 MHz through a 128-bit bus. It also is made up of 72 Stream Processors, 24 Texture Address Units, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3, in theory, should perform a lot faster than the GeForce GT 320 overall. (explain)
Texel RateThe GeForce GT 320 is much (more or less 30%) more effective at anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GT 220 GDDR3 is superior to the GeForce GT 320, but not by far. (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 largest amount of information (counted in megabytes per second) that can be transferred over the external memory interface within a second. It is calculated by multiplying the bus width by its memory clock speed. If the card has DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better 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 are applied per second. This number is worked out by multiplying the total amount 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 record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.