Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 150
IntroThe GeForce GT 430 has 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 Texture Address Units and 4 Rasterization Operator Units.Compare those specs to the GeForce GTS 150, which uses a 55 nm design. nVidia has clocked the core speed at 740 MHz. The GDDR3 RAM works at a speed of 500 MHz on this model. It features 128 SPUs as well as 64 TAUs and 16 Rasterization Operator Units.
Display Graphs
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthThe GeForce GTS 150, in theory, should perform a small bit faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GTS 150 should be much (more or less 323%) 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 GTS 150 is a better choice, and very much so. (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 Comparison
Display Prices
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. Specifications
Display Specifications
Memory Bandwidth: Bandwidth is the max amount of data (counted in MB per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the card's interface width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second. Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as 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, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to reach the max fill rate.
Display Prices
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.
|
Comments
Be the first to leave a comment!