Compare any two graphics cards:
GeForce 8600 GT 256MB GDDR3 vs GeForce GT 430 1GB
IntroThe GeForce 8600 GT 256MB GDDR3 features a clock speed of 540 MHz and a GDDR3 memory speed of 700 MHz. It also features a 128-bit bus, and makes use of a 80 nm design. It is made up of 32 SPUs, 16 Texture Address Units, and 8 ROPs.
Compare that to the GeForce GT 430 1GB, which comes with clock speeds of 700 MHz on the GPU, and 900 MHz on the 1024 MB of GDDR3 RAM. It features 96 SPUs along with 16 Texture Address Units and 4 Rasterization Operator Units.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce GT 430 1GB should theoretically be a lot faster than the GeForce 8600 GT 256MB GDDR3 in general. (explain)
Texel RateThe GeForce GT 430 1GB will be a lot (about 30%) faster with regards to texture filtering than the GeForce 8600 GT 256MB GDDR3. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 8600 GT 256MB GDDR3 is a better choice, 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 maximum amount of data (measured in MB per second) that can be transported past the external memory interface in one second. The number is calculated by multiplying the card's interface width by the speed of its memory. If the card has DDR type RAM, the result 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 higher screen resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total texture units of the card by the core clock speed of the chip. The better this number, 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 the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. The number is worked out by multiplying the number of Raster Operations Pipelines 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 is also dependant on quite a few other factors, most notably the memory bandwidth - the lower the bandwidth is, the lower the ability to get to the max fill rate.