Compare any two graphics cards:
GeForce 8600 GT 512MB DDR2 vs GeForce GT 430 (OEM)
IntroThe GeForce 8600 GT 512MB DDR2 comes with a core clock frequency of 540 MHz and a DDR2 memory speed of 400 MHz. It also features a 128-bit bus, and uses a 80 nm design. It is comprised of 32 SPUs, 16 Texture Address Units, and 8 Raster Operation Units.
Compare those specifications to the GeForce GT 430 (OEM), which features a core clock speed of 700 MHz and a GDDR3 memory speed of 900 MHz. It also uses a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 430 (OEM), in theory, should perform much faster than the GeForce 8600 GT 512MB DDR2 in general. (explain)
Texel RateThe GeForce GT 430 (OEM) is a lot (about 30%) faster with regards to AF than the GeForce 8600 GT 512MB DDR2. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce 8600 GT 512MB DDR2 is a better choice, by far. (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.
Memory Bandwidth: Bandwidth is the maximum amount of information (measured in megabytes per second) that can be transported past the external memory interface within a second. The number is worked out by multiplying the card's bus width by the speed of its memory. In the case of DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster 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 texture map elements (texels) that are applied per second. This is calculated by multiplying the total number of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the card will be at handling 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 the video card could possibly record to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.