Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430
IntroThe GeForce GT 220 GDDR3 features a clock frequency of 625 MHz and a GDDR3 memory frequency of 1012 MHz. It also uses a 128-bit bus, and makes use of a 40 nm design. It is made up of 48 SPUs, 16 TAUs, and 8 ROPs.
Compare those specifications to the GeForce GT 430, which has a core clock speed of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3 should theoretically perform a little bit faster than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 430 is a little bit (more or less 12%) more effective at texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GT 220 GDDR3 is a better choice, by far. (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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be moved over the external memory interface within a second. It is worked out by multiplying the card's interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the bandwidth is, 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 can be applied per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video 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 maximum number of pixels that the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.