Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430
IntroThe GeForce GT 220 GDDR3 comes with core 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 Texture Address Units and 8 Rasterization Operator Units.
Compare all of that to the GeForce GT 430, which comes with clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 96 SPUs as well as 16 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 220 GDDR3 should in theory be a bit better than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GT 430 will be a little bit (about 12%) more effective at AF than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the GeForce GT 220 GDDR3 is superior to the GeForce GT 430, by a large margin. (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 (in units of MB per second) that can be moved past the external memory interface within a second. The number is worked out by multiplying the bus width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the faster 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 in one second. This number is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the max fill rate.