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GeForce GT 210 vs GeForce GT 310

Intro

The GeForce GT 210 comes with core speeds of 589 MHz on the GPU, and 800 MHz on the 512 MB of DDR3 memory. It features 16 SPUs along with 8 TAUs and 4 Rasterization Operator Units.

Compare those specifications to the GeForce GT 310, which comes with clock speeds of 589 MHz on the GPU, and 1000 MHz on the 512 MB of DDR2 memory. It features 16 SPUs as well as 8 Texture Address Units and 4 ROPs.

Display Graphs

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Theoretically, the GeForce GT 310 should perform quite a bit faster than the GeForce GT 210 overall. (explain)

GeForce GT 310 16000 MB/sec
GeForce GT 210 12800 MB/sec
Difference: 3200 (25%)

Texel Rate

Both cards have the exact same texel fill rate, so theoretically they should be equally good at at AF. (explain)

Pixel Rate

Both cards have the exact same pixel rate, so theoretically they should perform equally good at at full screen anti-aliasing, and be able to handle the same resolutions. (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.

Price Comparison

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GeForce GT 210

Amazon.com

Check prices at:

GeForce GT 310

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.

Specifications

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Model GeForce GT 210 GeForce GT 310
Manufacturer nVidia nVidia
Year October 2009 November 2009
Code Name GT218 GT218
Memory 512 MB 512 MB
Core Speed 589 MHz 589 MHz
Memory Speed 1600 MHz 2000 MHz
Power (Max TDP) 31 watts 31 watts
Bandwidth 12800 MB/sec 16000 MB/sec
Texel Rate 4712 Mtexels/sec 4712 Mtexels/sec
Pixel Rate 2356 Mpixels/sec 2356 Mpixels/sec
Unified Shaders 16 16
Texture Mapping Units 8 8
Render Output Units 4 4
Bus Type DDR3 DDR2
Bus Width 64-bit 64-bit
Fab Process 40 nm 40 nm
Transistors 260 million 260 million
Bus PCIe 2.0 PCIe 2.0
DirectX Version DirectX 10.1 DirectX 10.1
OpenGL Version OpenGL 3.2 OpenGL 3.1

Memory Bandwidth: Bandwidth is the largest amount of data (measured in megabytes per second) that can be transferred past the external memory interface in a second. It is calculated by multiplying the interface width by the speed of its memory. In the case of DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better 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 amount of texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total texture units by the core speed of the chip. The better this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed per second.

Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.

Display Prices

Hide Prices

GeForce GT 210

Amazon.com

Check prices at:

GeForce GT 310

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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