Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5830
IntroThe GeForce GT 430 1GB makes use of a 40 nm design. nVidia has clocked the core speed at 700 MHz. The GDDR3 RAM is set to run at a frequency of 900 MHz on this particular card. It features 96 SPUs as well as 16 Texture Address Units and 4 Rasterization Operator Units.
Compare those specs to the Radeon HD 5830, which comes with a core clock speed of 800 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 256-bit bus, and makes use of a 40 nm design. It features 1120(224x5) SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5830, in theory, should be quite a bit faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 5830 is quite a bit (more or less 300%) more effective at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with lots of anti-aliasing is important to you, then the Radeon HD 5830 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.
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 across the external memory interface in a second. It is calculated by multiplying the bus width by the speed of its memory. In the case of DDR memory, it must be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better 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 texture map elements (texels) that are applied per second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better the texel rate, the better the graphics 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 most pixels the video card could possibly write to the local memory in a second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the number of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.