Compare any two graphics cards:
GeForce GT 220 GDDR3 vs GeForce GT 230
IntroThe GeForce GT 220 GDDR3 features core 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 Texture Address Units and 8 ROPs.
Compare that to the GeForce GT 230, which features a core clock speed of 550 MHz and a DDR3 memory frequency of 800 MHz. It also features a 192-bit bus, and makes use of a 40 nm design. It features 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 230 should perform just a bit faster than the GeForce GT 220 GDDR3 in general. (explain)
Texel RateThe GeForce GT 220 GDDR3 should be a small bit (about 14%) faster with regards to texture filtering than the GeForce GT 230. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce GT 220 GDDR3 is a better choice, not by a very large margin though. (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: Memory bandwidth is the maximum amount of data (measured in MB per second) that can be moved over the external memory interface in a second. It is calculated by multiplying the card's interface width by its memory speed. If the card has DDR type RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster 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 can be applied in one second. This number is worked out by multiplying the total texture units of the card by the core 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 processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.