Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 430 1GB
IntroThe GeForce GT 220 GDDR3 features core speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 RAM. It features 48 SPUs as well as 16 Texture Address Units and 8 Rasterization Operator Units.
Compare those specifications to the GeForce GT 430 1GB, which has core speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs as well as 16 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 220 GDDR3 is 12% faster than the GeForce GT 430 1GB in general, because of its greater data rate. (explain)
Texel RateThe GeForce GT 430 1GB will be just a bit (about 12%) more effective at anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GT 220 GDDR3 will be quite a bit (more or less 79%) better at AA than the GeForce GT 430 1GB, and capable of handling higher screen resolutions without slowing down too much. (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 maximum amount of information (counted in megabytes per second) that can be transferred over the external memory interface in a second. The number is calculated by multiplying the card's bus width by its memory clock speed. If the card has 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 AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.