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GeForce 830M vs GeForce 920M

Intro

The GeForce 830M has core clock speeds of 1029 MHz on the GPU, and 900 MHz on the 2048 MB of DDR3 memory. It features 256 SPUs along with 16 Texture Address Units and 8 Rasterization Operator Units.

Compare all that to the GeForce 920M, which makes use of a 28 nm design. nVidia has set the core frequency at 954 MHz. The DDR3 memory runs at a frequency of 900 MHz on this specific model. It features 384 SPUs along with 32 Texture Address Units and 8 Rasterization Operator Units.

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Power Usage and Theoretical Benchmarks

Memory Bandwidth

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

Texel Rate

The GeForce 920M will be quite a bit (about 85%) better at anisotropic filtering than the GeForce 830M. (explain)

GeForce 920M 30528 Mtexels/sec
GeForce 830M 16464 Mtexels/sec
Difference: 14064 (85%)

Pixel Rate

If running with high levels of AA is important to you, then the GeForce 830M is a better choice, though not by far. (explain)

GeForce 830M 8232 Mpixels/sec
GeForce 920M 7632 Mpixels/sec
Difference: 600 (8%)

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 830M

Amazon.com

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GeForce 920M

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 830M GeForce 920M
Manufacturer nVidia nVidia
Year March 12 2014 March 12 2015
Code Name GM108 GK208
Memory 2048 MB 2048 MB
Core Speed 1029 MHz 954 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) 25 watts (Unknown) watts
Bandwidth 14400 MB/sec 14400 MB/sec
Texel Rate 16464 Mtexels/sec 30528 Mtexels/sec
Pixel Rate 8232 Mpixels/sec 7632 Mpixels/sec
Unified Shaders 256 384
Texture Mapping Units 16 32
Render Output Units 8 8
Bus Type DDR3 DDR3
Bus Width 64-bit 64-bit
Fab Process 28 nm 28 nm
Transistors (Unknown) million (Unknown) million
Bus PCIe 3.0 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 max amount of information (in units of MB per second) that can be moved across the external memory interface in one second. It's calculated by multiplying the card's interface width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and higher screen resolutions.

Texel Rate: Texel rate is the maximum texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.

Pixel Rate: Pixel rate is the maximum number of pixels the video card could possibly write to the local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of colour ROPs by the clock speed of the card. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

Display Prices

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GeForce 830M

Amazon.com

Check prices at:

GeForce 920M

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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