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GeForce GT 220 GDDR3 vs GeForce GT 320

Intro

The GeForce GT 220 GDDR3 uses a 40 nm design. nVidia has clocked the core speed at 625 MHz. The GDDR3 RAM works at a speed of 1012 MHz on this particular card. It features 48 SPUs as well as 16 Texture Address Units and 8 Rasterization Operator Units.

Compare those specifications to the GeForce GT 320, which makes use of a 40 nm design. nVidia has set the core speed at 540 MHz. The GDDR3 RAM works at a frequency of 790 MHz on this specific card. It features 72 SPUs along with 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)

GeForce GT 320 43 Watts
GeForce GT 220 GDDR3 58 Watts
Difference: 15 Watts (35%)

Memory Bandwidth

Theoretically speaking, the GeForce GT 220 GDDR3 should be 28% faster than the GeForce GT 320 overall, due to its higher data rate. (explain)

GeForce GT 220 GDDR3 32384 MB/sec
GeForce GT 320 25280 MB/sec
Difference: 7104 (28%)

Texel Rate

The GeForce GT 320 will be a lot (about 30%) faster with regards to anisotropic filtering than the GeForce GT 220 GDDR3. (explain)

GeForce GT 320 12960 Mtexels/sec
GeForce GT 220 GDDR3 10000 Mtexels/sec
Difference: 2960 (30%)

Pixel Rate

The GeForce GT 220 GDDR3 will be a small bit (more or less 16%) better at FSAA than the GeForce GT 320, and will be capable of handling higher resolutions without losing too much performance. (explain)

GeForce GT 220 GDDR3 5000 Mpixels/sec
GeForce GT 320 4320 Mpixels/sec
Difference: 680 (16%)

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.

Price Comparison

GeForce GT 220 GDDR3

Amazon.com

GeForce GT 320

Amazon.com

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.

Specifications

Model GeForce GT 220 GDDR3 GeForce GT 320
Manufacturer nVidia nVidia
Year October 2009 February 2010
Code Name GT216 GT215
Fab Process 40 nm 40 nm
Bus PCIe 2.0 PCIe x16
Memory 512 MB 1024 MB
Core Speed 625 MHz 540 MHz
Shader Speed 1360 MHz 1302 MHz
Memory Speed 1012 MHz (2024 MHz effective) 790 MHz (1580 MHz effective)
Unified Shaders 48 72
Texture Mapping Units 16 24
Render Output Units 8 8
Bus Type GDDR3 GDDR3
Bus Width 128-bit 128-bit
DirectX Version DirectX 10.1 DirectX 10.1
OpenGL Version OpenGL 3.2 OpenGL 3.3
Power (Max TDP) 58 watts 43 watts
Shader Model 4.1 4.1
Bandwidth 32384 MB/sec 25280 MB/sec
Texel Rate 10000 Mtexels/sec 12960 Mtexels/sec
Pixel Rate 5000 Mpixels/sec 4320 Mpixels/sec

Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transported past the external memory interface in a second. The number is calculated by multiplying the bus width by its memory speed. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs 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 fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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