Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 320
IntroThe GeForce GT 220 GDDR3 comes with a GPU core speed of 625 MHz, and the 512 MB of GDDR3 memory runs at 1012 MHz through a 128-bit bus. It also is comprised of 48 Stream Processors, 16 TAUs, 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 set to run at 790 MHz through a 128-bit bus. It also is comprised of 72 SPUs, 24 Texture Address Units, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 220 GDDR3 is 28% quicker than the GeForce GT 320 overall, due to its higher data rate. (explain)
Texel RateThe GeForce GT 320 is quite a bit (about 30%) faster with regards to texture 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 a better choice, though only just barely. (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 (counted in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better 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 are processed in one second. This number is calculated by multiplying the total number of texture units by the core clock speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.