Compare any two graphics cards:
GeForce GT 240 GDDR5 vs GeForce GT 430
IntroThe GeForce GT 240 GDDR5 has clock speeds of 550 MHz on the GPU, and 850 MHz on the 512 MB of GDDR5 RAM. It features 96 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.
Compare those specs to the GeForce GT 430, which features a core clock frequency of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 128-bit memory bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 16 TAUs, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 240 GDDR5 should theoretically perform a lot faster than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 will be quite a bit (approximately 57%) more effective at texture filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GT 240 GDDR5 is much (approximately 57%) more effective at AA than the GeForce GT 430, and capable of handling higher screen resolutions without slowing down too much. (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 data (measured in MB per second) that can be transferred across the external memory interface within a second. It's worked out by multiplying the interface width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be processed in one second. This figure is worked out by multiplying the total texture units by the core speed of the chip. The better this number, the better the 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 maximum number of pixels that the graphics chip could possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out 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 drawing the pixels (image) on the screen. The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.