Compare any two graphics cards:
GeForce GT 240 GDDR5 vs GeForce GT 430
IntroThe GeForce GT 240 GDDR5 has a GPU core speed of 550 MHz, and the 512 MB of GDDR5 memory is set to run at 850 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 32 Texture Address Units, and 8 Raster Operation Units.
Compare those specifications to the GeForce GT 430, which comes with 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 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 240 GDDR5 should in theory be quite a bit better than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 will be much (more or less 57%) better at anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GT 240 GDDR5 will be a lot (about 57%) faster with regards to full screen anti-aliasing than the GeForce GT 430, and should be 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: Bandwidth is the maximum amount of data (counted in MB per second) that can be transferred past the external memory interface in a second. It's calculated by multiplying the bus width by its memory speed. If the card has DDR type RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, 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 number of texture map elements (texels) that can be processed per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Render Output Units 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 also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.