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GeForce GT 430 vs GeForce GTS 250 1GB

Intro

The GeForce GT 430 makes use of a 40 nm design. nVidia has clocked the core frequency at 700 MHz. The GDDR3 memory runs at a speed of 900 MHz on this card. It features 96 SPUs as well as 16 Texture Address Units and 4 Rasterization Operator Units.

Compare those specifications to the GeForce GTS 250 1GB, which comes with a clock frequency of 738 MHz and a GDDR3 memory frequency of 1100 MHz. It also features a 256-bit bus, and makes use of a 65/55 nm design. It is made up of 128 SPUs, 64 Texture Address Units, and 16 ROPs.

(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

Theoretically speaking, the GeForce GTS 250 1GB is 144% faster than the GeForce GT 430 in general, because of its higher bandwidth. (explain)

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

Texel Rate

The GeForce GTS 250 1GB is 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 a lot (approximately 322%) better at full screen anti-aliasing than the GeForce GT 430, and also should be able to handle higher screen resolutions without slowing down too much. (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

GeForce GT 430

Amazon.com

GeForce GTS 250 1GB

Amazon.com

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.

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 maximum amount of information (in units of MB per second) that can be transferred over the external memory interface in one second. It is worked out by multiplying the card's interface width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the card's memory bandwidth, 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 amount of texture map elements (texels) that are processed per second. This is worked out by multiplying the total number of texture units of the card by the core clock speed of the chip. The better this number, the better the 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 the graphics card could possibly write to its local memory in a second - measured in millions of pixels per second. The figure is calculated by multiplying the number of ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.

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