Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5830
IntroThe GeForce GT 430 1GB comes with clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 96 SPUs along with 16 TAUs and 4 ROPs.
Compare that to the Radeon HD 5830, which has a GPU core clock speed of 800 MHz, and 1024 MB of GDDR5 memory set to run at 1000 MHz through a 256-bit bus. It also is comprised of 1120(224x5) Stream Processors, 56 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the Radeon HD 5830 should perform a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 5830 is quite a bit (about 300%) more effective at 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 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: Memory bandwidth is the maximum amount of data (in units of megabytes per second) that can be moved past the external memory interface within a second. It's worked out by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This is calculated by multiplying the total amount of texture units of the card by the core clock speed of the chip. The higher this number, the better the video 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 number of pixels the graphics card can 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 card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on many other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to get to the maximum fill rate.