Compare any two graphics cards:
GeForce GT 240 GDDR5 vs GeForce GT 430
IntroThe GeForce GT 240 GDDR5 features a GPU core speed of 550 MHz, and the 512 MB of GDDR5 RAM runs at 850 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 32 Texture Address Units, and 8 ROPs.
Compare all of that to the GeForce GT 430, which has core clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 96 SPUs along with 16 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 240 GDDR5 should be a lot faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GT 240 GDDR5 should be much (more or less 57%) better at anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateIf running with a high resolution is important to you, then the GeForce GT 240 GDDR5 is a better choice, 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.
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: Bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed per second. This number 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 video 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 most pixels the video card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.