Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430
IntroThe GeForce GT 220 GDDR3 features clock 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 TAUs and 8 ROPs.
Compare those specs to the GeForce GT 430, which has GPU core 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 SPUs, 16 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 220 GDDR3 should perform a small bit faster than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 430 is a little bit (about 12%) more effective at anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 should be quite a bit (about 79%) better at anti-aliasing than the GeForce GT 430, and will be capable of handling higher screen resolutions better. (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 max amount of data (in units of MB per second) that can be transported past the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR type memory, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed per second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.