Compare any two graphics cards:
GeForce GT 320 vs GeForce GT 430 1GB
IntroThe GeForce GT 320 features a GPU clock speed of 540 MHz, and the 1024 MB of GDDR3 memory runs at 790 MHz through a 128-bit bus. It also is comprised of 72 SPUs, 24 TAUs, and 8 ROPs.
Compare all of that to the GeForce GT 430 1GB, which comes with core speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 memory. It features 96 SPUs along with 16 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the GeForce GT 430 1GB should perform just a bit faster than the GeForce GT 320 in general. (explain)
Texel RateThe GeForce GT 320 will be a little bit (approximately 16%) more effective at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GT 320 is a better choice, 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.
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: Memory bandwidth is the maximum amount of information (counted in MB per second) that can be transferred across the external memory interface within a second. It is calculated by multiplying the bus width by its memory speed. If the card has DDR RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. 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 amount of texture map elements (texels) that can be applied per second. This is worked out by multiplying the total texture units of the card by the core speed of the chip. The better the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels that the graphics card could possibly write to its local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.