Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430
IntroThe GeForce GT 220 GDDR3 has a core clock speed of 625 MHz and a GDDR3 memory frequency of 1012 MHz. It also makes use of a 128-bit memory bus, and uses a 40 nm design. It features 48 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare that to the GeForce GT 430, which features a clock speed of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 220 GDDR3 should in theory be just a bit superior to the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GT 430 is a little bit (more or less 12%) more effective at AF than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf running with lots of anti-aliasing 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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the maximum amount of data (counted in megabytes per second) that can be transferred past the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by 4 instead. The better 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 processed per second. This number is worked out by multiplying the total number of texture units by the core speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour 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 output rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.