Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GTS 450 1GB
IntroThe GeForce GT 220 GDDR3 features core 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 Rasterization Operator Units.
Compare all of that to the GeForce GTS 450 1GB, which comes with clock speeds of 783 MHz on the GPU, and 902 MHz on the 1024 MB of GDDR5 memory. It features 192 SPUs as well as 32 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTS 450 1GB is 78% quicker than the GeForce GT 220 GDDR3 in general, due to its greater data rate. (explain)
Texel RateThe GeForce GTS 450 1GB is much (approximately 151%) more effective at AF than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GTS 450 1GB should be much (approximately 151%) faster with regards to FSAA than the GeForce GT 220 GDDR3, and will be able to handle higher resolutions without losing too much performance. (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 largest amount of information (in units of MB per second) that can be transported past the external memory interface in one second. It is calculated by multiplying the bus width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.