Compare any two graphics cards:
GeForce GT 240 GDDR5 vs GeForce GT 430
IntroThe GeForce GT 240 GDDR5 makes use of a 40 nm design. nVidia has clocked the core speed at 550 MHz. The GDDR5 memory runs at a frequency of 850 MHz on this model. It features 96 SPUs along with 32 TAUs and 8 ROPs.
Compare those specs to the GeForce GT 430, which features core clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 240 GDDR5 is 89% quicker than the GeForce GT 430 overall, because of its greater data rate. (explain)
Texel RateThe GeForce GT 240 GDDR5 will be quite a bit (approximately 57%) better at anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GT 240 GDDR5 is a lot (more or less 57%) better at anti-aliasing than the GeForce GT 430, and capable of handling higher screen resolutions without losing too much performance. (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 max amount of data (measured in MB per second) that can be moved across the external memory interface in one second. It is calculated by multiplying the interface width by its memory speed. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high 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 speed of the chip. The higher this number, the better the graphics card will be at 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 video card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.