Compare any two graphics cards:
GeForce GT 240 GDDR5 vs GeForce GT 430
IntroThe GeForce GT 240 GDDR5 features a clock speed of 550 MHz and a GDDR5 memory speed of 850 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 32 TAUs, and 8 Raster Operation Units.
Compare that to the GeForce GT 430, which has GPU clock speed of 700 MHz, and 512 MB of GDDR3 memory running at 900 MHz through a 128-bit bus. It also is made up of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 240 GDDR5 should in theory perform much faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GT 240 GDDR5 is quite a bit (about 57%) better at anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GT 240 GDDR5 is superior to the GeForce GT 430, by a large margin. (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 information (in units of MB per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the bus width by its memory speed. If it uses DDR memory, it must 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, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum 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 card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.