Compare any two graphics cards:
GeForce 930M vs GeForce GT 130
IntroThe GeForce 930M uses a 28 nm design. nVidia has set the core frequency at 928 MHz. The DDR3 memory works at a speed of 900 MHz on this particular model. It features 384 SPUs as well as 24 Texture Address Units and 8 ROPs.Compare those specifications to the GeForce GT 130, which uses a 55 nm design. nVidia has set the core speed at 500 MHz. The DDR2 memory runs at a frequency of 250 MHz on this particular card. It features 48 SPUs as well as 24 Texture Address Units and 16 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksMemory BandwidthTheoretically speaking, the GeForce 930M should perform a little bit faster than the GeForce GT 130 overall. (explain)
Texel RateThe GeForce 930M will be a lot (more or less 86%) better at anisotropic filtering than the GeForce GT 130. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GT 130 is a better choice, though not by far. (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 max amount of information (measured in megabytes per second) that can be transferred past the external memory interface within a second. It is calculated by multiplying the bus width by the speed of its memory. If it uses DDR RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total amount 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 in a second. Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly record to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to get to 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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