Compare any two graphics cards:
GeForce GT 240 GDDR5 vs GeForce GT 430
IntroThe GeForce GT 240 GDDR5 features a core clock speed of 550 MHz and a GDDR5 memory speed of 850 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 32 Texture Address Units, and 8 ROPs.
Compare all of that to the GeForce GT 430, which makes use of a 40 nm design. nVidia has clocked the core frequency at 700 MHz. The GDDR3 memory runs at a speed of 900 MHz on this particular model. It features 96 SPUs as well as 16 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 240 GDDR5 should theoretically be much better than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 will be much (approximately 57%) faster with regards to texture filtering than the GeForce GT 430. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GT 240 GDDR5 is a better choice, by far. (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 data (measured in MB per second) that can be moved across the external memory interface within a second. It is worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.