Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 320
IntroThe GeForce GT 220 GDDR3 features a clock speed of 625 MHz and a GDDR3 memory frequency of 1012 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It features 48 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare that to the GeForce GT 320, which makes use of a 40 nm design. nVidia has set the core frequency at 540 MHz. The GDDR3 memory works at a frequency of 790 MHz on this card. It features 72 SPUs as well as 24 Texture Address Units and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3 should in theory be much faster than the GeForce GT 320 in general. (explain)
Texel RateThe GeForce GT 320 should be a lot (more or less 30%) more effective at AF 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, not by a very large margin though. (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 (in units of MB per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the card's interface width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out 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 outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.