Compare any two graphics cards:
GeForce 9600 GSO 384MB vs GeForce GT 220 GDDR3
IntroThe GeForce 9600 GSO 384MB features a clock frequency of 550 MHz and a GDDR3 memory frequency of 800 MHz. It also features a 192-bit bus, and uses a 65 nm design. It is comprised of 96 SPUs, 48 Texture Address Units, and 12 ROPs.
Compare all of that to the GeForce GT 220 GDDR3, which has a clock speed of 625 MHz and a GDDR3 memory speed of 1012 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 48 SPUs, 16 TAUs, and 8 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce 9600 GSO 384MB should be 19% faster than the GeForce GT 220 GDDR3 in general, due to its greater bandwidth. (explain)
Texel RateThe GeForce 9600 GSO 384MB is a lot (more or less 164%) faster with regards to AF than the GeForce GT 220 GDDR3. (explain)
Pixel RateIf running with high levels of AA is important to you, then the GeForce 9600 GSO 384MB is the winner, by far. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the max amount of data (counted in MB per second) that can be moved over the external memory interface in a second. The number is worked out by multiplying the bus width by the speed of its memory. If it uses DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. 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 reach the maximum fill rate.