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 frequency of 1012 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It features 48 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare all that 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 specific card. It features 72 SPUs as well as 24 Texture Address Units and 8 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3 should theoretically be a lot faster than the GeForce GT 320 in general. (explain)
Texel RateThe GeForce GT 320 is much (approximately 30%) faster with regards to AF than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 is a bit (about 16%) better at full screen anti-aliasing than the GeForce GT 320, and also will be capable of handling higher 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 MB per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. 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 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 applied in one second. This figure is worked out by multiplying the total number of texture units by the core clock speed of the chip. The higher this number, the better the graphics 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 maximum amount of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines 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 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.