Compare any two graphics cards:
GeForce 8600 GT 256MB GDDR3 vs GeForce GT 430 1GB
IntroThe GeForce 8600 GT 256MB GDDR3 uses a 80 nm design. nVidia has clocked the core speed at 540 MHz. The GDDR3 RAM runs at a frequency of 700 MHz on this specific model. It features 32 SPUs along with 16 Texture Address Units and 8 Rasterization Operator Units.
Compare those specs 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 card. It features 96 SPUs as well as 16 TAUs and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce GT 430 1GB should be quite a bit faster than the GeForce 8600 GT 256MB GDDR3 in general. (explain)
Texel RateThe GeForce GT 430 1GB is much (more or less 30%) better at anisotropic filtering than the GeForce 8600 GT 256MB GDDR3. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce 8600 GT 256MB GDDR3 is the winner, by far. (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 maximum amount of data (measured in megabytes per second) that can be transferred across the external memory interface in one second. It is calculated by multiplying the bus width by its memory speed. In the case of DDR type RAM, it should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the memory bandwidth, the better 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 texture map elements (texels) that can be processed in one second. This is calculated by multiplying the total amount of texture units of the card by the core speed of the chip. The better this number, the better the video card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly write to its local memory in one second - measured in millions of pixels per second. The number is calculated by multiplying the number of ROPs by the the core speed of the card. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel rate also depends on quite a few other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to get to the max fill rate.