Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5830
IntroThe GeForce GT 430 1GB features a GPU core clock speed of 700 MHz, and the 1024 MB of GDDR3 memory runs at 900 MHz through a 128-bit bus. It also features 96 SPUs, 16 TAUs, and 4 ROPs.
Compare that to the Radeon HD 5830, which features a GPU core clock speed of 800 MHz, and 1024 MB of GDDR5 memory running at 1000 MHz through a 256-bit bus. It also is comprised of 1120(224x5) SPUs, 56 TAUs, and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5830 should be a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 5830 is a lot (approximately 300%) faster with regards to texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 5830 will be quite a bit (approximately 357%) better at AA than the GeForce GT 430 1GB, and able to handle higher screen resolutions more effectively. (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 MB per second) that can be transferred over the external memory interface in a second. The number is calculated by multiplying the interface width by its memory clock speed. In the case of DDR memory, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the better 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 number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total 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 processed in a second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel output rate also depends on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.