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 memory. It features 96 SPUs as well as 32 TAUs and 8 Rasterization Operator Units.
Compare all of that to the GeForce GT 430, which has a core clock speed of 700 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 128-bit bus, and uses a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 240 GDDR5 should in theory be quite a bit faster than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GT 240 GDDR5 will be a lot (about 57%) better at texture filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GT 240 GDDR5 is a lot (more or less 57%) faster with regards to AA than the GeForce GT 430, and also should be able to handle higher screen resolutions more effectively. (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 moved across the external memory interface in a second. The number is worked out by multiplying the card's interface width by its memory speed. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, 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 texture map elements (texels) that are applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, 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 the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the number 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 rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.