Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 250 1GB
IntroThe GeForce GT 430 features clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 96 SPUs as well as 16 Texture Address Units and 4 Rasterization Operator Units.
Compare those specifications to the GeForce GTS 250 1GB, which features a core clock frequency of 738 MHz and a GDDR3 memory speed of 1100 MHz. It also uses a 256-bit bus, and makes use of a 65/55 nm design. It is made up of 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 250 1GB should in theory perform a lot faster than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GTS 250 1GB is much (about 322%) faster with regards to AF than the GeForce GT 430. (explain)
Pixel RateThe GeForce GTS 250 1GB is quite a bit (more or less 322%) better at full screen anti-aliasing than the GeForce GT 430, and will be able to handle 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: Bandwidth is the maximum amount of information (measured in MB per second) that can be transported over the external memory interface in a second. It is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR type memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total number of texture units by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.