Compare any two graphics cards:
GeForce 930M vs GeForce GTX 465
IntroThe GeForce 930M features core speeds of 928 MHz on the GPU, and 900 MHz on the 2048 MB of DDR3 memory. It features 384 SPUs along with 24 Texture Address Units and 8 ROPs.
Compare those specifications to the GeForce GTX 465, which comes with a GPU core clock speed of 607 MHz, and 1024 MB of GDDR5 memory set to run at 802 MHz through a 256-bit bus. It also features 352 Stream Processors, 44 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
The GeForce GTX 465, in theory, should perform much faster than the GeForce 930M in general. (explain)
Texel RateThe GeForce GTX 465 is a little bit (about 20%) faster with regards to texture filtering than the GeForce 930M. (explain)
Pixel RateThe GeForce GTX 465 will be quite a bit (approximately 162%) more effective at AA than the GeForce 930M, and should be capable of handling higher screen resolutions more effectively. (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 largest amount of information (counted in MB per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the interface width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster 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 texture map elements (texels) that are processed per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip could possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.