Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 250 1GB
IntroThe GeForce GT 430 uses a 40 nm design. nVidia has set the core speed at 700 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this particular model. It features 96 SPUs along with 16 TAUs and 4 Rasterization Operator Units.
Compare all of that to the GeForce GTS 250 1GB, which has core speeds of 738 MHz on the GPU, and 1100 MHz on the 1024 MB of GDDR3 RAM. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GTS 250 1GB should theoretically perform quite a bit faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GTS 250 1GB should be a lot (about 322%) faster with regards to texture filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GTS 250 1GB will be much (approximately 322%) more effective at anti-aliasing than the GeForce GT 430, and will be capable of handling higher resolutions better. (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 data (measured in megabytes per second) that can be moved past the external memory interface in one second. The number is calculated by multiplying the interface 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 ANOTHER 2x. The higher 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 texture map elements (texels) that are applied per second. This figure is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The higher the texel rate, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.