Compare any two graphics cards:
GeForce GT 430 vs GeForce GTS 250 1GB
IntroThe GeForce GT 430 features core clock speeds of 700 MHz on the GPU, and 900 MHz on the 512 MB of GDDR3 memory. It features 96 SPUs along with 16 Texture Address Units and 4 ROPs.
Compare those specs to the GeForce GTS 250 1GB, which uses a 65/55 nm design. nVidia has set the core speed at 738 MHz. The GDDR3 RAM is set to run at a speed of 1100 MHz on this particular model. It features 128 SPUs along with 64 Texture Address Units and 16 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GTS 250 1GB should be a lot faster than the GeForce GT 430 overall. (explain)
Texel RateThe GeForce GTS 250 1GB is quite a bit (more or less 322%) faster with regards to anisotropic filtering than the GeForce GT 430. (explain)
Pixel RateThe GeForce GTS 250 1GB will be a lot (approximately 322%) better at AA than the GeForce GT 430, and should be able to handle higher resolutions without slowing down too much. (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 max amount of data (counted in megabytes per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the interface width by the speed of its memory. In the case of DDR memory, it should be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs 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 fill rate is also dependant on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the maximum fill rate.