Compare any two graphics cards:
GeForce 8600 GT 256MB GDDR3 vs GeForce GT 430 1GB
IntroThe GeForce 8600 GT 256MB GDDR3 features a GPU clock speed of 540 MHz, and the 256 MB of GDDR3 memory is set to run at 700 MHz through a 128-bit bus. It also features 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare those specs to the GeForce GT 430 1GB, which features a core clock frequency of 700 MHz and a GDDR3 memory speed of 900 MHz. It also makes use of a 128-bit bus, and makes use of a 40 nm design. It is comprised of 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 a lot faster than the GeForce 8600 GT 256MB GDDR3 in general. (explain)
Texel RateThe GeForce GT 430 1GB will be a lot (approximately 30%) better at texture filtering than the GeForce 8600 GT 256MB GDDR3. (explain)
Pixel RateIf running with a high 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.
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: Bandwidth is the max amount of data (measured in megabytes per second) that can be transported across the external memory interface in one second. The number is calculated by multiplying the interface width by the speed of its memory. If the card has DDR RAM, it should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The higher the memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that are applied in one second. This figure is calculated by multiplying the total number of texture units of the card by the core clock 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 that the graphics chip can possibly write to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of Render Output Units by the the core speed of the card. 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 rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the maximum fill rate.