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 works at a speed of 900 MHz on this particular model. It features 96 SPUs as well as 16 Texture Address Units and 4 ROPs.
Compare those specifications to the Radeon HD 5830, which features GPU core speed of 800 MHz, and 1024 MB of GDDR5 memory running at 1000 MHz through a 256-bit bus. It also is made up of 1120(224x5) SPUs, 56 Texture Address Units, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the Radeon HD 5830 should perform much faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 5830 should be quite a bit (about 300%) faster with regards to anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf running with high levels of AA is important to you, then the Radeon HD 5830 is a better choice, by a large margin. (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 (counted in MB per second) that can be transported over the external memory interface within a second. The number is calculated by multiplying the card's bus width by its memory clock speed. In the case of DDR memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are processed in one second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the most pixels the video card can possibly write to the local memory per second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.