Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5830
IntroThe GeForce GT 430 1GB features a core clock frequency of 700 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 128-bit memory bus, and makes use of a 40 nm design. It is comprised of 96 SPUs, 16 TAUs, and 4 ROPs.
Compare those specifications to the Radeon HD 5830, which has core speeds of 800 MHz on the GPU, and 1000 MHz on the 1024 MB of GDDR5 memory. It features 1120(224x5) SPUs as well as 56 TAUs and 16 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the Radeon HD 5830 should theoretically be a lot better than the GeForce GT 430 1GB overall. (explain)
Texel RateThe Radeon HD 5830 will be quite a bit (about 300%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateIf using a high screen resolution 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 maximum amount of data (measured in megabytes per second) that can be transported past the external memory interface in a second. The number is worked out by multiplying the bus width by its memory clock speed. If it uses DDR memory, it must be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the faster 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 amount of texture map elements (texels) that are applied per second. This number is calculated by multiplying the total amount of texture units by the core clock speed of the chip. The higher the texel rate, the better the 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 the video card could possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the number of Render Output Units by the the core clock speed. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on many other factors, most notably the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.