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GeForce GT 240 GDDR5 vs Radeon R7 250

Intro

The GeForce GT 240 GDDR5 has a GPU clock speed of 550 MHz, and the 512 MB of GDDR5 memory runs at 850 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 32 Texture Address Units, and 8 Raster Operation Units.

Compare those specs to the Radeon R7 250, which has a clock speed of 1000 MHz and a GDDR5 memory frequency of 1150 MHz. It also uses a 128-bit bus, and uses a 28 nm design. It is made up of 384 SPUs, 24 TAUs, and 8 ROPs.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

Radeon R7 250 65 Watts
GeForce GT 240 GDDR5 70 Watts
Difference: 5 Watts (8%)

Memory Bandwidth

In theory, the Radeon R7 250 should perform a lot faster than the GeForce GT 240 GDDR5 overall. (explain)

Radeon R7 250 73600 MB/sec
GeForce GT 240 GDDR5 54400 MB/sec
Difference: 19200 (35%)

Texel Rate

The Radeon R7 250 will be quite a bit (approximately 36%) better at texture filtering than the GeForce GT 240 GDDR5. (explain)

Radeon R7 250 24000 Mtexels/sec
GeForce GT 240 GDDR5 17600 Mtexels/sec
Difference: 6400 (36%)

Pixel Rate

If running with a high screen resolution is important to you, then the Radeon R7 250 is a better choice, and very much so. (explain)

Radeon R7 250 8000 Mpixels/sec
GeForce GT 240 GDDR5 4400 Mpixels/sec
Difference: 3600 (82%)

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 240 GDDR5

Amazon.com

Radeon R7 250

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 240 GDDR5 Radeon R7 250
Manufacturer nVidia AMD
Year Novermber 2009 October 2013
Code Name GT215 Oland XT
Fab Process 40 nm 28 nm
Bus PCIe x16 PCIe 3.0 x16
Memory 512 MB 1024 MB
Core Speed 550 MHz 1000 MHz
Shader Speed 1360 MHz (N/A) MHz
Memory Speed 850 MHz (3400 MHz effective) 1150 MHz (4600 MHz effective)
Unified Shaders 96 384
Texture Mapping Units 32 24
Render Output Units 8 8
Bus Type GDDR5 GDDR5
Bus Width 128-bit 128-bit
DirectX Version DirectX 10.1 DirectX 11.2
OpenGL Version OpenGL 3.2 OpenGL 4.3
Power (Max TDP) 70 watts 65 watts
Shader Model 4.1 5.0
Bandwidth 54400 MB/sec 73600 MB/sec
Texel Rate 17600 Mtexels/sec 24000 Mtexels/sec
Pixel Rate 4400 Mpixels/sec 8000 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (counted in MB per second) that can be transferred over the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This figure is worked out by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, the better the video 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 that the graphics card could possibly write to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called 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, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

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