Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GTS 450 1GB
IntroThe GeForce GT 220 GDDR3 comes with a core clock speed of 625 MHz and a GDDR3 memory frequency of 1012 MHz. It also uses a 128-bit memory bus, and uses a 40 nm design. It is made up of 48 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare those specs to the GeForce GTS 450 1GB, which features a clock frequency of 783 MHz and a GDDR5 memory speed of 902 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It features 192 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 450 1GB, in theory, should be a lot faster than the GeForce GT 220 GDDR3 overall. (explain)
Texel RateThe GeForce GTS 450 1GB should be a lot (about 151%) better at anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTS 450 1GB is a better choice, and very much so. (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 (in units of MB per second) that can be transferred past the external memory interface in one second. It's worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type RAM, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, 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 amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.