Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9600 GT 1GB features a clock frequency of 650 MHz and a GDDR3 memory frequency of 900 MHz. It also uses a 256-bit bus, and uses a 65/55 nm design. It features 64 SPUs, 32 Texture Address Units, and 16 ROPs.
Compare all that to the GeForce GT 430 1GB, which features a GPU core clock speed of 700 MHz, and 1024 MB of GDDR3 RAM set to run at 900 MHz through a 128-bit bus. It also is made up of 96 SPUs, 16 Texture Address Units, and 4 ROPs.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically, the GeForce 9600 GT 1GB should be quite a bit faster than the GeForce GT 430 1GB overall. (explain)
Texel RateThe GeForce 9600 GT 1GB should be much (more or less 86%) more effective at anisotropic filtering than the GeForce GT 430 1GB. (explain)
Pixel RateThe GeForce 9600 GT 1GB should be quite a bit (about 271%) faster with regards to full screen anti-aliasing than the GeForce GT 430 1GB, and should be capable of handling higher resolutions while still performing well. (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 max amount of data (in units of megabytes per second) that can be transferred over the external memory interface in a second. It is worked out by multiplying the interface width by its memory clock speed. If it uses DDR type RAM, it should be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the faster 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 can be applied in one second. This is calculated by multiplying the total number of texture units of the card by the core 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 one second.
Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to the local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel fill rate also depends on lots of other factors, most notably the memory bandwidth of the card - the lower the memory bandwidth is, the lower the ability to reach the max fill rate.