Compare any two graphics cards:
GeForce GT 430 vs GeForce GT 640 DDR3
IntroThe GeForce GT 430 features a core clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.
Compare all of that to the GeForce GT 640 DDR3, which comes with core clock speeds of 900 MHz on the GPU, and 1782 MHz on the 2048 MB of DDR3 memory. It features 384 SPUs as well as 32 TAUs and 16 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 640 DDR3 will be 98% quicker than the GeForce GT 430 in general, due to its higher data rate. (explain)
Texel RateThe GeForce GT 640 DDR3 will be quite a bit (more or less 157%) faster with regards to texture filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GT 640 DDR3 will be quite a bit (about 414%) better at anti-aliasing than the GeForce GT 430, and able to handle higher resolutions more effectively. (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 data (in units of megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the bus width by its memory clock speed. In the case of DDR RAM, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher this number, the better the video 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 video card can possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.