Compare any two graphics cards:
GeForce 9600 GT 1GB vs GeForce GT 430 1GB
IntroThe GeForce 9600 GT 1GB features a core clock speed of 650 MHz and a GDDR3 memory frequency of 900 MHz. It also makes use of a 256-bit memory bus, and makes use of a 65/55 nm design. It features 64 SPUs, 32 Texture Address Units, and 16 Raster Operation Units.
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 memory. It features 96 SPUs as well as 16 TAUs and 4 Rasterization Operator Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce 9600 GT 1GB should in theory be a lot superior to the GeForce GT 430 1GB in general. (explain)
Texel RateThe GeForce 9600 GT 1GB should be much (approximately 86%) better at AF than the GeForce GT 430 1GB. (explain)
Pixel RateIf using a high resolution is important to you, then the GeForce 9600 GT 1GB 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: Memory bandwidth is the largest amount of information (counted in MB per second) that can be transferred across the external memory interface in one second. It's calculated by multiplying the interface width by the speed of its memory. If it uses DDR type RAM, it must be multiplied by 2 once again. If it uses DDR5, multiply by 4 instead. The better the card's memory bandwidth, the better the card will be in general. It especially helps with anti-aliasing, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be applied in one 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 texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied in one second.
Pixel Rate: Pixel rate is the maximum amount of pixels that the graphics chip can possibly write to the local memory in a second - measured in millions of pixels per second. The figure is worked out by multiplying the amount of colour ROPs by the the core speed of the card. 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 rate is also dependant on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to reach the max fill rate.