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GeForce GT 430 vs GeForce GT 640 DDR3

Intro

The GeForce GT 430 comes with a core clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 128-bit memory bus, and uses a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.

Compare those specifications to the GeForce GT 640 DDR3, which features core speeds of 900 MHz on the GPU, and 1782 MHz on the 2048 MB of DDR3 RAM. It features 384 SPUs as well as 32 TAUs and 16 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 430 60 Watts
GeForce GT 640 DDR3 65 Watts
Difference: 5 Watts (8%)

Memory Bandwidth

Theoretically speaking, the GeForce GT 640 DDR3 should perform quite a bit faster than the GeForce GT 430 in general. (explain)

GeForce GT 640 DDR3 57024 MB/sec
GeForce GT 430 28800 MB/sec
Difference: 28224 (98%)

Texel Rate

The GeForce GT 640 DDR3 will be quite a bit (approximately 157%) better at anisotropic filtering than the GeForce GT 430. (explain)

GeForce GT 640 DDR3 28800 Mtexels/sec
GeForce GT 430 11200 Mtexels/sec
Difference: 17600 (157%)

Pixel Rate

The GeForce GT 640 DDR3 is much (more or less 414%) faster with regards to FSAA than the GeForce GT 430, and will be able to handle higher screen resolutions without losing too much performance. (explain)

GeForce GT 640 DDR3 14400 Mpixels/sec
GeForce GT 430 2800 Mpixels/sec
Difference: 11600 (414%)

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

GeForce GT 640 DDR3

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 GeForce GT 640 DDR3
Manufacturer nVidia nVidia
Year October 2010 June 2012
Code Name GF108 GK107
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 512 MB 2048 MB
Core Speed 700 MHz 900 MHz
Shader Speed 1400 MHz 900 MHz
Memory Speed 900 MHz (1800 MHz effective) 1782 MHz (3564 MHz effective)
Unified Shaders 96 384
Texture Mapping Units 16 32
Render Output Units 4 16
Bus Type GDDR3 DDR3
Bus Width 128-bit 128-bit
DirectX Version DirectX 11 DirectX 11.0
OpenGL Version OpenGL 4.1 OpenGL 4.2
Power (Max TDP) 60 watts 65 watts
Shader Model 5.0 5.0
Bandwidth 28800 MB/sec 57024 MB/sec
Texel Rate 11200 Mtexels/sec 28800 Mtexels/sec
Pixel Rate 2800 Mpixels/sec 14400 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the largest amount of data (in units of megabytes per second) that can be moved across the external memory interface in one second. It is worked out by multiplying the card's bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's 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 texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total amount of texture units by the core clock 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 applied per second.

Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.

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