Compare any two graphics cards:
GeForce GT 430 1GB vs GeForce GTS 150
IntroThe GeForce GT 430 1GB makes use of a 40 nm design. nVidia has set the core speed at 700 MHz. The GDDR3 RAM works at a frequency of 900 MHz on this specific model. It features 96 SPUs as well as 16 Texture Address Units and 4 ROPs.
Compare that to the GeForce GTS 150, which uses a 55 nm design. nVidia has clocked the core frequency at 740 MHz. The GDDR3 RAM runs at a frequency of 500 MHz on this model. It features 128 SPUs as well as 64 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTS 150 should be 11% faster than the GeForce GT 430 1GB overall, due to its greater data rate. (explain)
Texel RateThe GeForce GTS 150 should be much (about 323%) better at AF than the GeForce GT 430 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce GTS 150 is the winner, 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.
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: Bandwidth is the maximum amount of data (measured in megabytes per second) that can be transported over the external memory interface within a second. It is worked out by multiplying the card's bus width by the speed of its memory. If the card has DDR type RAM, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This figure is calculated by multiplying the total number of texture units by the core 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 processed in one second.
Pixel Rate: Pixel rate is the maximum number of pixels that the graphics card can possibly record to its local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.