Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430 (OEM)
IntroThe GeForce GT 220 GDDR3 comes with clock speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 memory. It features 48 SPUs as well as 16 TAUs and 8 Rasterization Operator Units.
Compare those specs to the GeForce GT 430 (OEM), which comes with clock speeds of 700 MHz on the GPU, and 900 MHz on the 2048 MB of GDDR3 RAM. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 220 GDDR3 should theoretically be a small bit better than the GeForce GT 430 (OEM) in general. (explain)
Texel RateThe GeForce GT 430 (OEM) should be just a bit (more or less 12%) more effective at texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 should be a lot (about 79%) more effective at full screen anti-aliasing than the GeForce GT 430 (OEM), and will be capable of handling higher resolutions without slowing down too much. (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.
Memory Bandwidth: Memory bandwidth is the max amount of information (counted in megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the card's 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 amount of texture map elements (texels) that are applied in one second. This is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.