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GeForce GT 430 vs Radeon HD 7750

Intro

The GeForce GT 430 comes with a GPU clock speed of 700 MHz, and the 512 MB of GDDR3 memory is set to run at 900 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.

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

Display Graphs

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(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

In theory, the Radeon HD 7750 should perform a lot faster 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 (more or less 129%) better at texture filtering than the GeForce GT 430. (explain)

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

Pixel Rate

If running with high levels of AA is important to you, then the Radeon HD 7750 is superior to the GeForce GT 430, by a large margin. (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

Display Prices

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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

Display Specifications

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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 (in units of MB per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory speed. If it uses DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total number of texture units by the core clock 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 per second.

Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.

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