Compare any two graphics cards:
GeForce 8600 GT 256MB GDDR3 vs GeForce GT 430 1GB
IntroThe GeForce 8600 GT 256MB GDDR3 has clock speeds of 540 MHz on the GPU, and 700 MHz on the 256 MB of GDDR3 RAM. It features 32 SPUs as well as 16 Texture Address Units and 8 ROPs.
Compare those specifications 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.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Performance-wise, the GeForce GT 430 1GB should theoretically be a lot better than the GeForce 8600 GT 256MB GDDR3 in general. (explain)
Texel RateThe GeForce GT 430 1GB will be quite a bit (about 30%) better at anisotropic filtering than the GeForce 8600 GT 256MB GDDR3. (explain)
Pixel RateThe GeForce 8600 GT 256MB GDDR3 is quite a bit (approximately 54%) faster with regards to AA than the GeForce GT 430 1GB, and also able to handle higher resolutions more effectively. (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 largest amount of data (measured in MB per second) that can be transferred over the external memory interface in a second. It is calculated by multiplying the bus width by its memory clock speed. If it uses DDR type memory, it must be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum amount of texture map elements (texels) that can be applied per second. This is calculated by multiplying the total texture units by the core speed of the chip. The higher the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card can possibly write to the local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of Raster Operations Pipelines by the the card's clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for outputting the pixels (image) to the screen. The actual pixel fill rate is also dependant on quite a few other factors, most notably the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to reach the maximum fill rate.