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 clocked the core frequency at 625 MHz. The GDDR3 RAM runs at a frequency of 1012 MHz on this specific card. It features 48 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare that to the GeForce GT 320, which comes with GPU clock speed of 540 MHz, and 1024 MB of GDDR3 memory set to run at 790 MHz through a 128-bit bus. It also is made up of 72 SPUs, 24 Texture Address Units, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 220 GDDR3 should be a lot faster than the GeForce GT 320 overall. (explain)
Texel RateThe GeForce GT 320 should be quite a bit (more or less 30%) better at texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GT 220 GDDR3 is the winner, though 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: Memory bandwidth is the largest amount of information (in units of MB per second) that can be transported past the external memory interface in a second. It is worked out by multiplying the card's interface width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, 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 amount of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics card can possibly record to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.