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GeForce 810M vs GeForce 930M

Intro

The GeForce 810M comes with a GPU clock speed of 738 MHz, and the 1024 MB of DDR3 memory runs at 900 MHz through a 64-bit bus. It also features 48 SPUs, 8 Texture Address Units, and 4 Raster Operation Units.

Compare those specs to the GeForce 930M, which features core clock speeds of 928 MHz on the GPU, and 900 MHz on the 2048 MB of DDR3 memory. It features 384 SPUs along with 24 TAUs and 8 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

Both cards have exactly the same memory bandwidth, so theoretically they should perform the same. (explain)

Texel Rate

The GeForce 930M is a lot (approximately 277%) faster with regards to texture filtering than the GeForce 810M. (explain)

GeForce 930M 22272 Mtexels/sec
GeForce 810M 5904 Mtexels/sec
Difference: 16368 (277%)

Pixel Rate

If using a high screen resolution is important to you, then the GeForce 930M is a better choice, and very much so. (explain)

GeForce 930M 7424 Mpixels/sec
GeForce 810M 2952 Mpixels/sec
Difference: 4472 (151%)

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

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GeForce 810M

Amazon.com

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GeForce 930M

Amazon.com

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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

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Model GeForce 810M GeForce 930M
Manufacturer nVidia nVidia
Year February 2014 March 12 2015
Code Name GF117 GM108
Memory 1024 MB 2048 MB
Core Speed 738 MHz 928 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) 15 watts (Unknown) watts
Bandwidth 14400 MB/sec 14400 MB/sec
Texel Rate 5904 Mtexels/sec 22272 Mtexels/sec
Pixel Rate 2952 Mpixels/sec 7424 Mpixels/sec
Unified Shaders 48 384
Texture Mapping Units 8 24
Render Output Units 4 8
Bus Type DDR3 DDR3
Bus Width 64-bit 64-bit
Fab Process 28 nm 28 nm
Transistors (Unknown) million (Unknown) million
Bus PCIe 2.0 x16 PCIe 3.0 x16
DirectX Version DirectX 12 DirectX 12
OpenGL Version OpenGL 4.5 OpenGL 4.5

Memory Bandwidth: Memory bandwidth is the maximum amount of information (in units of MB per second) that can be moved across the external memory interface in one second. It's worked out by multiplying the interface width by its memory speed. In the case of DDR memory, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This number is worked out 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.

Pixel Rate: Pixel rate is the most pixels the video card could possibly write to the local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the amount of Raster Operations Pipelines by the clock speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

Display Prices

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GeForce 810M

Amazon.com

Check prices at:

GeForce 930M

Amazon.com

Check prices at:

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.

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