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GeForce GT 430 vs GeForce GT 640 DDR3

Intro

The GeForce GT 430 uses a 40 nm design. nVidia has clocked the core frequency at 700 MHz. The GDDR3 memory works at a speed of 900 MHz on this card. It features 96 SPUs along with 16 Texture Address Units and 4 Rasterization Operator Units.

Compare that to the GeForce GT 640 DDR3, which makes use of a 28 nm design. nVidia has clocked the core speed at 900 MHz. The DDR3 memory works at a speed of 1782 MHz on this card. 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)

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

Memory Bandwidth

The GeForce GT 640 DDR3, in theory, should be a lot faster than the GeForce GT 430 overall. (explain)

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

Texel Rate

The GeForce GT 640 DDR3 is quite a bit (approximately 157%) better at texture 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

If using a high resolution is important to you, then the GeForce GT 640 DDR3 is a better choice, by a large margin. (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 maximum amount of data (in units of megabytes per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.

Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write 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 clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.

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