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GeForce GT 430 vs Radeon HD 7750

Intro

The GeForce GT 430 uses a 40 nm design. nVidia has set the core speed at 700 MHz. The GDDR3 RAM runs at a frequency of 900 MHz on this card. It features 96 SPUs as well as 16 TAUs and 4 Rasterization Operator Units.

Compare those specs to the Radeon HD 7750, which comes with GPU core speed of 800 MHz, and 1024 MB of GDDR5 RAM running at 1125 MHz through a 128-bit bus. It also features 512 SPUs, 32 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon HD 7750 55 Watts
GeForce GT 430 60 Watts
Difference: 5 Watts (9%)

Memory Bandwidth

Performance-wise, the Radeon HD 7750 should theoretically be quite a bit better than the GeForce GT 430 in general. (explain)

Radeon HD 7750 72000 MB/sec
GeForce GT 430 28800 MB/sec
Difference: 43200 (150%)

Texel Rate

The Radeon HD 7750 will be quite a bit (approximately 129%) faster with regards to anisotropic filtering than the GeForce GT 430. (explain)

Radeon HD 7750 25600 Mtexels/sec
GeForce GT 430 11200 Mtexels/sec
Difference: 14400 (129%)

Pixel Rate

The Radeon HD 7750 is quite a bit (about 357%) better at AA than the GeForce GT 430, and should be capable of handling higher resolutions without slowing down too much. (explain)

Radeon HD 7750 12800 Mpixels/sec
GeForce GT 430 2800 Mpixels/sec
Difference: 10000 (357%)

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

GeForce GT 430

Amazon.com

Radeon HD 7750

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

Model GeForce GT 430 Radeon HD 7750
Manufacturer nVidia AMD
Year October 2010 February 2012
Code Name GF108 Cape Verde Pro
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 512 MB 1024 MB
Core Speed 700 MHz 800 MHz
Shader Speed 1400 MHz (N/A) MHz
Memory Speed 900 MHz (1800 MHz effective) 1125 MHz (4500 MHz effective)
Unified Shaders 96 512
Texture Mapping Units 16 32
Render Output Units 4 16
Bus Type GDDR3 GDDR5
Bus Width 128-bit 128-bit
DirectX Version DirectX 11 DirectX 11.1
OpenGL Version OpenGL 4.1 OpenGL 4.2
Power (Max TDP) 60 watts 55 watts
Shader Model 5.0 5.0
Bandwidth 28800 MB/sec 72000 MB/sec
Texel Rate 11200 Mtexels/sec 25600 Mtexels/sec
Pixel Rate 2800 Mpixels/sec 12800 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of information (measured in MB per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. In the case of DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the video 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 that the graphics card could possibly write to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.

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