Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9600 GT 1GB features a core clock frequency of 650 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and uses a 65/55 nm design. It features 64 SPUs, 32 TAUs, and 16 ROPs.
Compare all of that to the GeForce GT 430 1GB, which features core 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 TAUs and 4 ROPs.
(No game benchmarks for this combination yet.)
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
The GeForce 9600 GT 1GB, in theory, should be a lot faster than the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce 9600 GT 1GB is quite a bit (about 86%) better at AF than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 9600 GT 1GB should be a lot (more or less 271%) faster with regards to anti-aliasing than the GeForce GT 430 1GB, and also will be able to handle higher resolutions without losing too much performance. (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 maximum amount of information (counted in MB per second) that can be transported past the external memory interface in one second. It's worked out 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 faster the card will be in general. It especially helps with AA, HDR and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied per second. This is worked out by multiplying the total amount of texture units of the card by the core clock speed of the chip. The better this number, the better the graphics card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels in a second.
Pixel Rate: Pixel rate is the most pixels that the graphics chip can possibly record to its local memory per second - measured in millions of pixels per second. The number is worked out by multiplying the amount of colour ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - also called 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 memory bandwidth is, the lower the potential to reach the max fill rate.