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GeForce GT 220 GDDR3 vs GeForce GT 320

Intro

The GeForce GT 220 GDDR3 comes with clock speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 RAM. It features 48 SPUs along with 16 TAUs and 8 Rasterization Operator Units.

Compare all that to the GeForce GT 320, which comes with clock speeds of 540 MHz on the GPU, and 790 MHz on the 1024 MB of GDDR3 memory. It features 72 SPUs along with 24 TAUs and 8 ROPs.

Display Graphs

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(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 is 28% quicker than the GeForce GT 320 in general, 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 is much (approximately 30%) more effective at 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

If running with a high screen resolution is important to you, then the GeForce GT 220 GDDR3 is superior to the GeForce GT 320, though only just barely. (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

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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

Display Specifications

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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 2024 MHz 1580 MHz
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 (measured in MB per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the memory bandwidth, 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 processed in one 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card can possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

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