Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GTS 450 1GB
IntroThe GeForce GT 220 GDDR3 features a core clock speed of 625 MHz and a GDDR3 memory speed of 1012 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It features 48 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare that to the GeForce GTS 450 1GB, which comes with GPU core speed of 783 MHz, and 1024 MB of GDDR5 RAM running at 902 MHz through a 128-bit bus. It also is made up of 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 450 1GB is 78% faster than the GeForce GT 220 GDDR3 in general, because of its higher data rate. (explain)
Texel RateThe GeForce GTS 450 1GB is a lot (about 151%) better at texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GTS 450 1GB will be quite a bit (about 151%) better at AA than the GeForce GT 220 GDDR3, and also will be capable of handling 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: Memory bandwidth is the largest amount of information (measured in megabytes per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total amount of texture units by the core 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 processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour 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 also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.