Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 320
IntroThe GeForce GT 220 GDDR3 features a GPU core clock speed of 625 MHz, and the 512 MB of GDDR3 memory is set to run at 1012 MHz through a 128-bit bus. It also features 48 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare all of that to the GeForce GT 320, which has clock speeds of 540 MHz on the GPU, and 790 MHz on the 1024 MB of GDDR3 RAM. It features 72 SPUs along with 24 TAUs and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 220 GDDR3 should in theory be much better than the GeForce GT 320 overall. (explain)
Texel RateThe GeForce GT 320 is much (approximately 30%) better at anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 should be a little bit (approximately 16%) more effective at anti-aliasing than the GeForce GT 320, and capable of handling higher screen resolutions while still performing well. (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 maximum amount of data (measured in MB per second) that can be transferred across the external memory interface in a second. It is worked out by multiplying the interface width by the speed of its memory. If the card has DDR memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video 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 most pixels the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the max fill rate.