Compare any two graphics cards:
GeForce 8600 GT 256MB GDDR3 vs GeForce GT 430 1GB
IntroThe GeForce 8600 GT 256MB GDDR3 comes with a clock speed of 540 MHz and a GDDR3 memory speed of 700 MHz. It also uses a 128-bit memory bus, and uses a 80 nm design. It features 32 SPUs, 16 TAUs, and 8 Raster Operation Units.
Compare those specs to the GeForce GT 430 1GB, which has a clock frequency of 700 MHz and a GDDR3 memory speed of 900 MHz. It also features a 128-bit bus, and uses a 40 nm design. It features 96 SPUs, 16 TAUs, and 4 Raster Operation Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GT 430 1GB should perform quite a bit faster than the GeForce 8600 GT 256MB GDDR3 in general. (explain)
Texel RateThe GeForce GT 430 1GB is much (approximately 30%) faster with regards to texture filtering 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, and very much so. (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 (in units of MB per second) that can be moved past the external memory interface within a second. It's calculated by multiplying the interface width by the speed of its memory. In the case of DDR memory, the result should be multiplied by 2 once again. If DDR5, multiply by 4 instead. The higher the card's memory bandwidth, the faster the card will be in general. It especially helps with AA, HDR and higher screen 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 number of texture units by the core speed of the chip. The higher this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.
Pixel Rate: Pixel rate is the most pixels the video card could possibly record to the local memory in a second - measured in millions of pixels per second. The number is calculated by multiplying the amount of colour ROPs 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 output rate also depends on lots of other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.