Compare any two graphics cards:
GeForce 930M vs GeForce GT 340
IntroThe GeForce 930M makes use of a 28 nm design. nVidia has clocked the core speed at 928 MHz. The DDR3 RAM works at a speed of 900 MHz on this model. It features 384 SPUs as well as 24 Texture Address Units and 8 Rasterization Operator Units.Compare those specs to the GeForce GT 340, which has core speeds of 550 MHz on the GPU, and 850 MHz on the 512 MB of GDDR5 RAM. It features 96 SPUs as well as 32 TAUs and 8 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksMemory BandwidthThe GeForce GT 340 should theoretically be quite a bit faster than the GeForce 930M overall. (explain)
Texel RateThe GeForce 930M is much (about 27%) better at anisotropic filtering than the GeForce GT 340. (explain)
Pixel RateThe GeForce 930M should be much (about 69%) better at anti-aliasing than the GeForce GT 340, and able to handle higher screen 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 Comparison
Display Prices
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
Display Specifications
Memory Bandwidth: Memory bandwidth is the largest amount of data (counted in MB per second) that can be transferred over the external memory interface in one second. It is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, 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 amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second. Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the max fill rate.
Display Prices
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.
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