Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 250 1GB
IntroThe GeForce GT 430 features a GPU clock speed of 700 MHz, and the 512 MB of GDDR3 memory is set to run at 900 MHz through a 128-bit bus. It also features 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
Compare that to the GeForce GTS 250 1GB, which makes use of a 65/55 nm design. nVidia has set the core frequency at 738 MHz. The GDDR3 RAM runs at a speed of 1100 MHz on this specific card. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 250 1GB should theoretically perform a lot faster than the GeForce GT 430 in general. (explain)
Texel RateThe GeForce GTS 250 1GB should be quite a bit (approximately 322%) faster with regards to anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTS 250 1GB 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.
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 (counted in MB per second) that can be transferred across the external memory interface in a second. It's worked out by multiplying the card's bus width by its memory speed. If the card has DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.