Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GTS 450 1GB
IntroThe GeForce GT 220 GDDR3 has 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 made up of 48 Stream Processors, 16 TAUs, and 8 ROPs.
Compare those specs to the GeForce GTS 450 1GB, which features a GPU core clock speed of 783 MHz, and 1024 MB of GDDR5 memory running at 902 MHz through a 128-bit bus. It also is made up of 192 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTS 450 1GB should perform much faster than the GeForce GT 220 GDDR3 overall. (explain)
Texel RateThe GeForce GTS 450 1GB should be a lot (more or less 151%) better at texture filtering than the GeForce GT 220 GDDR3. (explain)
Pixel RateThe GeForce GTS 450 1GB should be quite a bit (more or less 151%) more effective at FSAA than the GeForce GT 220 GDDR3, and will be able to handle higher screen resolutions while still performing well. (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 (measured in MB per second) that can be moved over the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. If the card has DDR type memory, 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 AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This number is worked out by multiplying the total amount of texture units by the core clock speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel 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.