Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 320
IntroThe GeForce GT 220 GDDR3 features a clock frequency of 625 MHz and a GDDR3 memory speed of 1012 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 48 SPUs, 16 TAUs, and 8 ROPs.
Compare all that to the GeForce GT 320, which has GPU clock speed of 540 MHz, and 1024 MB of GDDR3 RAM running at 790 MHz through a 128-bit bus. It also is comprised of 72 SPUs, 24 TAUs, and 8 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 220 GDDR3 should perform a lot faster than the GeForce GT 320 overall. (explain)
Texel RateThe GeForce GT 320 should be a lot (approximately 30%) faster with regards to anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 will be just a bit (more or less 16%) faster with regards to AA than the GeForce GT 320, and will be capable of handling higher screen resolutions better. (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 maximum amount of information (counted in megabytes per second) that can be transported over the external memory interface in a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.