Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 250 1GB
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 ROPs.
Compare those specifications to the GeForce GTS 250 1GB, which comes with a core clock speed 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 features 128 SPUs, 64 TAUs, and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GTS 250 1GB should be 144% faster than the GeForce GT 430 in general, due to its higher bandwidth. (explain)
Texel RateThe GeForce GTS 250 1GB is much (about 322%) more effective at AF than the GeForce GT 430. (explain)
Pixel RateIf running with a high screen 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 max amount of information (in units of MB per second) that can be transferred past the external memory interface within a second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, 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 number 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 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 most pixels that the graphics chip can possibly write to its local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.