Compare any two graphics cards:
GeForce 930M vs GeForce GT 310
IntroThe GeForce 930M comes with 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 TAUs and 8 ROPs.Compare that to the GeForce GT 310, which comes with a clock frequency of 589 MHz and a DDR2 memory frequency of 1000 MHz. It also makes use of a 64-bit memory bus, and makes use of a 40 nm design. It is comprised of 16 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.
Display Graphs
Power Usage and Theoretical BenchmarksMemory BandwidthTheoretically speaking, the GeForce GT 310 should be 11% faster than the GeForce 930M in general, because of its greater bandwidth. (explain)
Texel RateThe GeForce 930M is much (approximately 373%) faster with regards to texture filtering than the GeForce GT 310. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 930M is the winner, and very much so. (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: Bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred over the external memory interface within a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the better 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 can be processed in one second. This figure is worked out by multiplying the total number of texture units by the core clock 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 processed in one second. Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines by the the core 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 rate also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum 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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