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 memory works at a speed of 900 MHz on this particular model. It features 96 SPUs along with 16 TAUs and 4 ROPs.
Compare all that to the GeForce GTS 250 1GB, which has a clock speed of 738 MHz and a GDDR3 memory speed of 1100 MHz. It also makes use of a 256-bit bus, and uses a 65/55 nm design. It is made up of 128 SPUs, 64 Texture Address Units, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GTS 250 1GB should in theory be a lot better than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GTS 250 1GB is a lot (approximately 322%) more effective at texture filtering 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 superior to the GeForce GT 430, 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: Memory bandwidth is the largest amount of information (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR memory, the result should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better 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 a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.