Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5830
IntroThe GeForce GT 430 1GB has a GPU core speed of 700 MHz, and the 1024 MB of GDDR3 RAM is set to run at 900 MHz through a 128-bit bus. It also is comprised of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Compare those specs to the Radeon HD 5830, which has a clock frequency of 800 MHz and a GDDR5 memory speed of 1000 MHz. It also makes use of a 256-bit bus, and uses a 40 nm design. It is made up of 1120(224x5) SPUs, 56 TAUs, and 16 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The Radeon HD 5830 should theoretically be a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 5830 will be a lot (approximately 300%) faster with regards to anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 5830 is a lot (more or less 357%) better at AA than the GeForce GT 430 1GB, and will be capable of handling higher resolutions without losing too much performance. (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 maximum amount of data (in units of MB per second) that can be transferred over the external memory interface in one second. It's worked out by multiplying the bus width by its memory speed. If the card has DDR type RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the bandwidth is, the better 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 figure is worked out by multiplying the total amount of texture units by the core speed of the chip. The better this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel rate also depends on quite a few other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the max fill rate.