Compare any two graphics cards:
GeForce GT 1030 vs GeForce GT 210
IntroThe GeForce GT 1030 uses a 16 nm design. nVidia has clocked the core speed at 1265 MHz. The GDDR5 memory works at a frequency of 1502 MHz on this card. It features 384 SPUs as well as 32 Texture Address Units and 16 Rasterization Operator Units.
Compare that to the GeForce GT 210, which has a core clock frequency of 589 MHz and a DDR3 memory speed of 800 MHz. It also uses a 64-bit bus, and uses a 40 nm design. It features 16 SPUs, 8 TAUs, and 4 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 1030 should be 284% quicker than the GeForce GT 210 in general, due to its higher data rate. (explain)
Texel RateThe GeForce GT 1030 should be much (approximately 759%) more effective at AF than the GeForce GT 210. (explain)
Pixel RateThe GeForce GT 1030 will be much (about 759%) more effective at FSAA than the GeForce GT 210, and also capable of handling 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.
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 maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface in one second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR type memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are 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 higher this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs by the clock speed of the card. 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.