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GeForce GT 220 GDDR3 vs GeForce GTS 450 1GB

Intro

The GeForce GT 220 GDDR3 has clock speeds of 625 MHz on the GPU, and 1012 MHz on the 512 MB of GDDR3 RAM. It features 48 SPUs along with 16 TAUs and 8 Rasterization Operator Units.

Compare all that to the GeForce GTS 450 1GB, which features a clock speed of 783 MHz and a GDDR5 memory speed of 902 MHz. It also makes use of a 128-bit bus, and uses a 40 nm design. It is made up of 192 SPUs, 32 Texture Address Units, and 16 ROPs.

Display Graphs

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(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 220 GDDR3 58 Watts
GeForce GTS 450 1GB 106 Watts
Difference: 48 Watts (83%)

Memory Bandwidth

As far as performance goes, the GeForce GTS 450 1GB should theoretically be a lot better than the GeForce GT 220 GDDR3 in general. (explain)

GeForce GTS 450 1GB 57728 MB/sec
GeForce GT 220 GDDR3 32384 MB/sec
Difference: 25344 (78%)

Texel Rate

The GeForce GTS 450 1GB will be quite a bit (about 151%) faster with regards to anisotropic filtering than the GeForce GT 220 GDDR3. (explain)

GeForce GTS 450 1GB 25056 Mtexels/sec
GeForce GT 220 GDDR3 10000 Mtexels/sec
Difference: 15056 (151%)

Pixel Rate

The GeForce GTS 450 1GB is much (about 151%) more effective at full screen anti-aliasing than the GeForce GT 220 GDDR3, and also should be able to handle higher screen resolutions more effectively. (explain)

GeForce GTS 450 1GB 12528 Mpixels/sec
GeForce GT 220 GDDR3 5000 Mpixels/sec
Difference: 7528 (151%)

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.

Price Comparison

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GeForce GT 220 GDDR3

Amazon.com

GeForce GTS 450 1GB

Amazon.com

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.

Specifications

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Model GeForce GT 220 GDDR3 GeForce GTS 450 1GB
Manufacturer nVidia nVidia
Year October 2009 September 2010
Code Name GT216 GF106
Fab Process 40 nm 40 nm
Bus PCIe 2.0 PCIe x16
Memory 512 MB 1024 MB
Core Speed 625 MHz 783 MHz
Shader Speed 1360 MHz 1566 MHz
Memory Speed 1012 MHz (2024 MHz effective) 902 MHz (3608 MHz effective)
Unified Shaders 48 192
Texture Mapping Units 16 32
Render Output Units 8 16
Bus Type GDDR3 GDDR5
Bus Width 128-bit 128-bit
DirectX Version DirectX 10.1 DirectX 11
OpenGL Version OpenGL 3.2 OpenGL 4.1
Power (Max TDP) 58 watts 106 watts
Shader Model 4.1 5.0
Bandwidth 32384 MB/sec 57728 MB/sec
Texel Rate 10000 Mtexels/sec 25056 Mtexels/sec
Pixel Rate 5000 Mpixels/sec 12528 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in megabytes per second) that can be transported past 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, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is calculated by multiplying the total amount of texture units by the core clock 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 applied per second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to the local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant 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 max fill rate.

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