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GeForce GT 430 vs GeForce GTS 250 1GB

Intro

The GeForce GT 430 comes with a clock frequency of 700 MHz and a GDDR3 memory speed of 900 MHz. It also features a 128-bit bus, and uses a 40 nm design. It is made up of 96 SPUs, 16 Texture Address Units, and 4 Raster Operation Units.

Compare all of that to the GeForce GTS 250 1GB, which comes with GPU clock speed of 738 MHz, and 1024 MB of GDDR3 RAM set to run at 1100 MHz through a 256-bit bus. It also features 128 Stream Processors, 64 TAUs, and 16 Raster Operation Units.

(No game benchmarks for this combination yet.)

Power Usage and Theoretical Benchmarks

Power Consumption (Max TDP)

GeForce GT 430 60 Watts
GeForce GTS 250 1GB 145 Watts
Difference: 85 Watts (142%)

Memory Bandwidth

In theory, the GeForce GTS 250 1GB should perform much faster than the GeForce GT 430 in general. (explain)

GeForce GTS 250 1GB 70400 MB/sec
GeForce GT 430 28800 MB/sec
Difference: 41600 (144%)

Texel Rate

The GeForce GTS 250 1GB will be much (more or less 322%) better at texture filtering than the GeForce GT 430. (explain)

GeForce GTS 250 1GB 47232 Mtexels/sec
GeForce GT 430 11200 Mtexels/sec
Difference: 36032 (322%)

Pixel Rate

The GeForce GTS 250 1GB will be quite a bit (more or less 322%) better at full screen anti-aliasing than the GeForce GT 430, and capable of handling higher screen resolutions more effectively. (explain)

GeForce GTS 250 1GB 11808 Mpixels/sec
GeForce GT 430 2800 Mpixels/sec
Difference: 9008 (322%)

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 Comparison

Please 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.

GeForce GT 430

Amazon.com

Other US-based stores

GeForce GTS 250 1GB

Amazon.com

Other US-based stores

Specifications

Model GeForce GT 430 GeForce GTS 250 1GB
Manufacturer nVidia nVidia
Year October 2010 March 3, 2009
Code Name GF108 G92a/b
Fab Process 40 nm 65/55 nm
Bus PCIe x16 PCIe x16 2.0
Memory 512 MB 1024 MB
Core Speed 700 MHz 738 MHz
Shader Speed 1400 MHz 1836 MHz
Memory Speed 900 MHz (1800 MHz effective) 1100 MHz (2200 MHz effective)
Unified Shaders 96 128
Texture Mapping Units 16 64
Render Output Units 4 16
Bus Type GDDR3 GDDR3
Bus Width 128-bit 256-bit
DirectX Version DirectX 11 DirectX 10
OpenGL Version OpenGL 4.1 OpenGL 3.1
Power (Max TDP) 60 watts 145 watts
Shader Model 5.0 4.0
Bandwidth 28800 MB/sec 70400 MB/sec
Texel Rate 11200 Mtexels/sec 47232 Mtexels/sec
Pixel Rate 2800 Mpixels/sec 11808 Mpixels/sec

Memory Bandwidth: Memory bandwidth is the max amount of data (in units of MB per second) that can be moved over the external memory interface within a second. It's calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, 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 calculated by multiplying the total amount of texture units by the core speed of the chip. The higher the texel rate, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the clock speed of the card. 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 output rate is also dependant 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.

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