Compare any two graphics cards:
GeForce 8600 GT 256MB GDDR3 vs GeForce GT 430 1GB
IntroThe GeForce 8600 GT 256MB GDDR3 comes with a core clock frequency of 540 MHz and a GDDR3 memory frequency of 700 MHz. It also features a 128-bit memory bus, and uses a 80 nm design. It is comprised of 32 SPUs, 16 TAUs, and 8 ROPs.
Compare all of that to the GeForce GT 430 1GB, which uses a 40 nm design. nVidia has set the core speed at 700 MHz. The GDDR3 RAM runs at a frequency of 900 MHz on this specific model. It features 96 SPUs along with 16 Texture Address Units and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 430 1GB should in theory be much superior to the GeForce 8600 GT 256MB GDDR3 overall. (explain)
Texel RateThe GeForce GT 430 1GB is quite a bit (about 30%) more effective at AF than the GeForce 8600 GT 256MB GDDR3. (explain)
Pixel RateIf using a high screen resolution is important to you, then the GeForce 8600 GT 256MB GDDR3 is the winner, by a large margin. (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.
Price ComparisonPlease note that the price comparisons are based on search keywords, and might not be the exact same card listed on this page. We have no control over the accuracy of their search results.
Memory Bandwidth: Bandwidth is the largest amount of information (counted in megabytes per second) that can be moved over the external memory interface in one second. The number is worked out by multiplying the card's bus width by its memory clock speed. If it uses DDR RAM, it must be multiplied by 2 again. If it uses DDR5, multiply by 4 instead. The higher the 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 can be applied in one second. This figure is calculated by multiplying the total number of texture units by the core clock speed of the chip. The higher the texel rate, the better the graphics card will be at 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 that the graphics card can possibly write to its local memory per second - measured in millions of pixels per second. The figure is worked out by multiplying the number of Render Output Units by the the core speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate also depends on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the ability to reach the maximum fill rate.