Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 250 1GB
IntroThe GeForce GT 430 features core speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 RAM. It features 96 SPUs as well as 16 Texture Address Units and 4 ROPs.
Compare all that to the GeForce GTS 250 1GB, which has a clock speed of 738 MHz and a GDDR3 memory frequency of 1100 MHz. It also uses a 256-bit memory bus, and makes use of a 65/55 nm design. It features 128 SPUs, 64 TAUs, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTS 250 1GB will be 144% quicker than the GeForce GT 430 in general, due to its greater data rate. (explain)
Texel RateThe GeForce GTS 250 1GB should be quite a bit (about 322%) more effective at AF than the GeForce GT 430. (explain)
Pixel RateThe GeForce GTS 250 1GB is quite a bit (more or less 322%) better at anti-aliasing than the GeForce GT 430, and should be able to handle 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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be transferred across the external memory interface in a second. It is calculated by multiplying the interface width by the speed of its memory. If the card has DDR RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The higher the bandwidth is, the better 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 are applied in one second. This number is worked out by multiplying the total texture units by the core clock speed of the chip. The better the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.