Compare any two graphics cards:
GeForce GT 310 vs GeForce GT 420
IntroThe GeForce GT 310 makes use of a 40 nm design. nVidia has set the core speed at 589 MHz. The DDR2 memory is set to run at a frequency of 1000 MHz on this particular card. It features 16 SPUs along with 8 Texture Address Units and 4 Rasterization Operator Units.
Compare that to the GeForce GT 420, which makes use of a 40 nm design. nVidia has set the core frequency at 700 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this card. It features 48 SPUs along with 8 Texture Address Units and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 420 should in theory be much superior to the GeForce GT 310 in general. (explain)
Texel RateThe GeForce GT 420 should be a bit (about 19%) more effective at texture filtering than the GeForce GT 310. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 420 is the winner, but only just. (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 ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Memory bandwidth is the largest amount of information (in units of MB per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory speed. If it uses DDR type memory, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This is worked out by multiplying the total texture units by the core 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 amount of pixels that the graphics card could possibly write to its 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 clock 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 also depends on many other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.