Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430
IntroThe GeForce GT 220 GDDR3 features a GPU core speed of 625 MHz, and the 512 MB of GDDR3 RAM runs at 1012 MHz through a 128-bit bus. It also is comprised of 48 Stream Processors, 16 TAUs, and 8 ROPs.
Compare all of that to the GeForce GT 430, which has clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 220 GDDR3 should be 12% quicker than the GeForce GT 430 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GT 430 will be just a bit (more or less 12%) better at texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GT 220 GDDR3 is superior to the GeForce GT 430, and very much so. (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 max amount of information (counted in megabytes per second) that can be transported over the external memory interface in a second. It is calculated by multiplying the card's bus width by its memory speed. In the case of DDR type memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher the texel rate, the better the video 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 most pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the clock 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 is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.