Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430
IntroThe GeForce GT 220 GDDR3 has a GPU clock speed of 625 MHz, and the 512 MB of GDDR3 RAM is set to run at 1012 MHz through a 128-bit bus. It also is comprised of 48 Stream Processors, 16 Texture Address Units, and 8 ROPs.
Compare all that to the GeForce GT 430, which comes with a GPU core clock speed of 700 MHz, and 512 MB of GDDR3 memory running at 900 MHz through a 128-bit bus. It also is comprised of 96 Stream Processors, 16 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 220 GDDR3 should in theory perform a bit faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GT 430 should be a small bit (more or less 12%) more effective at AF than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 is a lot (about 79%) faster with regards to full screen anti-aliasing than the GeForce GT 430, and also able to handle higher screen resolutions more effectively. (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 data (measured in MB per second) that can be moved over the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. 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 processed per second. This number is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics 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 maximum number of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core clock speed. 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 output rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.