Compare any two graphics cards:
GeForce GT 430 vs GeForce GT 640 DDR3
IntroThe GeForce GT 430 features a GPU clock speed of 700 MHz, and the 512 MB of GDDR3 RAM runs at 900 MHz through a 128-bit bus. It also features 96 Stream Processors, 16 TAUs, and 4 Raster Operation Units.
Compare those specs to the GeForce GT 640 DDR3, which features a clock speed of 900 MHz and a DDR3 memory frequency of 1782 MHz. It also features a 128-bit memory bus, and uses a 28 nm design. It is made up of 384 SPUs, 32 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 640 DDR3, in theory, should perform quite a bit faster than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 640 DDR3 is quite a bit (approximately 157%) more effective at AF than the GeForce GT 430. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 640 DDR3 is a better choice, and very much so. (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 (in units of megabytes per second) that can be transported over the external memory interface in a second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR RAM, it must be multiplied by 2 again. If 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This figure is worked out by multiplying the total number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the max fill rate.