Compare any two graphics cards:
GeForce GT 430 1GB vs Radeon HD 3470 512MB
IntroThe GeForce GT 430 1GB has a GPU core speed of 700 MHz, and the 1024 MB of GDDR3 RAM is set to run at 900 MHz through a 128-bit bus. It also is comprised of 96 Stream Processors, 16 Texture Address Units, and 4 ROPs.
Compare those specs to the Radeon HD 3470 512MB, which uses a 55 nm design. AMD has clocked the core speed at 800 MHz. The GDDR3 memory works at a frequency of 950 MHz on this specific model. It features 40(8x5) SPUs along with 4 Texture Address Units and 4 ROPs.
Power Usage and Theoretical Benchmarks
Performance-wise, the Radeon HD 3470 512MB should in theory be a bit better than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce GT 430 1GB is quite a bit (about 250%) more effective at texture filtering than the Radeon HD 3470 512MB. (explain)
Pixel RateIf using lots of anti-aliasing is important to you, then the Radeon HD 3470 512MB is a better choice, though only just barely. (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 (counted in megabytes per second) that can be transported past the external memory interface in one second. It is worked out by multiplying the bus width by its memory clock speed. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The better the bandwidth is, the faster the card will be in general. It especially helps with anti-aliasing, HDR and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The better the texel rate, the better the 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 most pixels that the graphics chip can possibly write to the local memory in one second - measured in millions of pixels per second. The figure is worked out by multiplying the number of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also sometimes called 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, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.