Compare any two graphics cards:
GeForce GT 430 vs GeForce GT 640 DDR3
IntroThe GeForce GT 430 comes with core clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Compare those specs to the GeForce GT 640 DDR3, which has GPU clock speed of 900 MHz, and 2048 MB of DDR3 memory set to run at 1782 MHz through a 128-bit bus. It also is made up of 384 SPUs, 32 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 640 DDR3 should perform a lot faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GT 640 DDR3 is much (more or less 157%) better at texture filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GT 640 DDR3 should be a lot (approximately 414%) better at anti-aliasing than the GeForce GT 430, and should be capable of handling higher resolutions while still performing well. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of megabytes per second) that can be transferred past the external memory interface within a second. It's worked out by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This number is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per 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. The number is worked out by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.