Compare any two graphics cards:
GeForce GT 340 vs Radeon HD 4830 512MB
IntroThe GeForce GT 340 has a core clock speed of 550 MHz and a GDDR5 memory speed of 850 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It is made up of 96 SPUs, 32 TAUs, and 8 ROPs.Compare all of that to the Radeon HD 4830 512MB, which comes with a core clock frequency of 575 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 55 nm design. It is made up of 640(128x5) SPUs, 32 Texture Address Units, and 16 ROPs.
Display Graphs
Power Usage and Theoretical BenchmarksPower Consumption (Max TDP)
Memory BandwidthPerformance-wise, the Radeon HD 4830 512MB should in theory be just a bit superior to the GeForce GT 340 overall. (explain)
Texel RateThe Radeon HD 4830 512MB should be a little bit (approximately 5%) better at texture filtering than the GeForce GT 340. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 4830 512MB is the winner, and very much so. (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
Display Prices
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
Display Specifications
Memory Bandwidth: Bandwidth is the maximum amount of data (measured in MB per second) that can be transferred past the external memory interface in one second. It is calculated by multiplying the card's bus width by the speed of its memory. In the case of DDR RAM, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions. Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of colour ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.
Display Prices
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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