Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 5830
IntroThe GeForce GT 430 1GB has a GPU core speed of 700 MHz, and the 1024 MB of GDDR3 memory is set to run at 900 MHz through a 128-bit bus. It also features 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Compare those specifications to the Radeon HD 5830, which makes use of a 40 nm design. AMD has set the core frequency at 800 MHz. The GDDR5 RAM works at a frequency of 1000 MHz on this specific model. It features 1120(224x5) SPUs as well as 56 Texture Address Units and 16 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
In theory, the Radeon HD 5830 should be quite a bit faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe Radeon HD 5830 will be much (about 300%) faster with regards to anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe Radeon HD 5830 is much (more or less 357%) more effective at FSAA than the GeForce GT 430 1GB, and should be able to handle higher screen resolutions better. (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 largest amount of data (measured in MB per second) that can be transported 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 RAM, it must be multiplied by 2 once again. If DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with AA, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one second. This figure is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The higher the texel rate, 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 that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on many other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the maximum fill rate.