Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5830
IntroThe GeForce GT 430 1GB comes with core clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 96 SPUs as well as 16 TAUs and 4 ROPs.
Compare those specifications to the Radeon HD 5830, which has GPU core speed of 800 MHz, and 1024 MB of GDDR5 memory set to run at 1000 MHz through a 256-bit bus. It also features 1120(224x5) Stream Processors, 56 Texture Address Units, and 16 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the Radeon HD 5830 should in theory be quite a bit better than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 5830 will be quite a bit (approximately 300%) better at texture filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 5830 should be much (approximately 357%) better at FSAA than the GeForce GT 430 1GB, and also able to handle higher screen resolutions without slowing down too much. (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 information (in units of megabytes per second) that can be moved across the external memory interface within a second. It's worked out by multiplying the bus width by the speed of its memory. If it uses DDR type memory, the result should be multiplied by 2 again. If DDR5, multiply by 4 instead. The higher the bandwidth is, 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 can be applied in one second. This figure is worked out by multiplying the total texture units of the card by the core speed of the chip. The higher this number, the better the video card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the graphics card could possibly write to the local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the number of Raster Operations Pipelines by the the core speed of the card. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate is also dependant on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.