Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 250 1GB
IntroThe GeForce GT 430 has a GPU core clock speed of 700 MHz, and the 512 MB of GDDR3 RAM is set to run at 900 MHz through a 128-bit bus. It also is made up of 96 Stream Processors, 16 Texture Address Units, and 4 Raster Operation Units.
Compare those specifications 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 memory works at a frequency of 1100 MHz on this particular card. It features 128 SPUs as well as 64 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTS 250 1GB should perform a lot faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GTS 250 1GB is much (more or less 322%) faster with regards to AF than the GeForce GT 430. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the GeForce GTS 250 1GB is a better choice, by a large margin. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of data (measured in megabytes per second) that can be moved across the external memory interface in one second. The number is calculated by multiplying the bus width by its memory speed. In the case of DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that are processed per second. This figure is worked out by multiplying the total amount 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 processed in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.