Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 320
IntroThe GeForce GT 220 GDDR3 uses a 40 nm design. nVidia has set the core frequency at 625 MHz. The GDDR3 memory works at a speed of 1012 MHz on this particular model. It features 48 SPUs as well as 16 TAUs and 8 ROPs.
Compare those specs to the GeForce GT 320, which makes use of a 40 nm design. nVidia has clocked the core speed at 540 MHz. The GDDR3 RAM works at a frequency of 790 MHz on this particular card. It features 72 SPUs as well as 24 Texture Address Units and 8 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 220 GDDR3 should be quite a bit faster than the GeForce GT 320 overall. (explain)
Texel RateThe GeForce GT 320 will be a lot (more or less 30%) better at anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GT 220 GDDR3 is the winner, 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 maximum amount of data (counted in MB per second) that can be moved over the external memory interface within a second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the card's 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 texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core 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 in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.