Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GTS 450 1GB
IntroThe GeForce GT 220 GDDR3 features a clock speed of 625 MHz and a GDDR3 memory frequency of 1012 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is comprised of 48 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare those specifications to the GeForce GTS 450 1GB, which has core speeds of 783 MHz on the GPU, and 902 MHz on the 1024 MB of GDDR5 RAM. It features 192 SPUs along with 32 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 450 1GB should perform much faster than the GeForce GT 220 GDDR3 in general. (explain)
Texel RateThe GeForce GTS 450 1GB is quite a bit (approximately 151%) better at anisotropic filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GTS 450 1GB will be a lot (more or less 151%) more effective at FSAA than the GeForce GT 220 GDDR3, and also capable of handling 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 maximum amount of data (in units of megabytes per second) that can be transported past the external memory interface in a second. It is calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 again. If DDR5, multiply by 4 instead. The better the card's 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 calculated 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.