Compare any two graphics cards:
GeForce GT 240 GDDR5 vs GeForce GT 430
IntroThe GeForce GT 240 GDDR5 uses a 40 nm design. nVidia has clocked the core frequency at 550 MHz. The GDDR5 RAM runs at a frequency of 850 MHz on this card. It features 96 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.
Compare those specifications to the GeForce GT 430, which has GPU core speed of 700 MHz, and 512 MB of GDDR3 memory set to run at 900 MHz through a 128-bit bus. It also features 96 SPUs, 16 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GT 240 GDDR5 should theoretically be a lot superior to the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 should be 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 a better choice, 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: Bandwidth is the max amount of information (measured in MB per second) that can be transported across the external memory interface in a second. It's worked out by multiplying the card's interface width by its memory speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure 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 applied per second.
Pixel Rate: Pixel rate is the most pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines 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 fill rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.