Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 320
IntroThe GeForce GT 220 GDDR3 has core clock speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 memory. It features 48 SPUs along with 16 Texture Address Units and 8 ROPs.
Compare that to the GeForce GT 320, which features GPU core speed of 540 MHz, and 1024 MB of GDDR3 memory set to run at 790 MHz through a 128-bit bus. It also features 72 SPUs, 24 TAUs, and 8 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 220 GDDR3 should theoretically be much better than the GeForce GT 320 in general. (explain)
Texel RateThe GeForce GT 320 will be quite a bit (approximately 30%) better at AF than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 is a small bit (about 16%) faster with regards to FSAA than the GeForce GT 320, and should be able to handle higher resolutions more effectively. (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 information (counted in MB per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the card's bus width by its memory clock speed. If the card has DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher 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 texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels 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. Pixel rate is worked out 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 filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.