Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GTS 450 1GB
IntroThe GeForce GT 220 GDDR3 comes with a GPU clock speed of 625 MHz, and the 512 MB of GDDR3 memory runs 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 GTS 450 1GB, which uses a 40 nm design. nVidia has set the core speed at 783 MHz. The GDDR5 RAM runs at a frequency of 902 MHz on this card. It features 192 SPUs along with 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 450 1GB should perform quite a bit faster than the GeForce GT 220 GDDR3 overall. (explain)
Texel RateThe GeForce GTS 450 1GB is quite a bit (approximately 151%) faster with regards to anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce GTS 450 1GB is a better choice, by a large margin. (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 MB per second) that can be moved over the external memory interface in one second. It's calculated by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.