Compare any two graphics cards:
GeForce 8600 GTS vs GeForce GT 430
IntroThe GeForce 8600 GTS features a GPU core speed of 675 MHz, and the 512 MB of GDDR3 RAM is set to run at 1000 MHz through a 128-bit bus. It also is made up of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare those specifications to the GeForce GT 430, which uses a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR3 memory works at a frequency of 900 MHz on this specific model. It features 96 SPUs along with 16 TAUs and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce 8600 GTS will be 11% faster than the GeForce GT 430 in general, because of its higher bandwidth. (explain)
Texel RateThe GeForce GT 430 is a small bit (more or less 4%) more effective at texture filtering than the GeForce 8600 GTS. (explain)
Pixel RateThe GeForce 8600 GTS should be much (approximately 93%) more effective at FSAA than the GeForce GT 430, and also should be able to handle higher screen resolutions better. (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.
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.
Memory Bandwidth: Bandwidth is the largest amount of information (measured in MB per second) that can be moved over the external memory interface in a second. The number is calculated by multiplying the bus width by its memory clock speed. If it uses DDR memory, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied per second. This is worked out by multiplying the total texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics 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 graphics card can possibly record to its local memory in one second - measured in millions of pixels per second. The figure is calculated by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.